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World Engine Development: Unity Port - Day 2

During the few hours of work that can be dedicated to porting the World Engine, the differences between our previous framework and language (C++ and OLC Pixel Engine) become clearer as space and a world surface are implemented.


Although the usage of Unity's native tile features with our system might be implemented in the future, the focus for now is bringing over most of the code that has been developed to Unity so a release can be possible within a few weeks The next step in creating an environment after creating light and time is to create space. For now, we are creating a top-down 2D environment that is common in early simulators, RPGs, and rogue-likes. 2D isometric, side-scrollers, and platformers will also be implemented further down the track, and the mechanics for each are not too difficult to implement once the system for setting x and y coordinates on a flat surface is implemented.

Following the conversion of the surface initialization function, a significant amount of time was dedicated to familiarizing ourselves with Unity's approach to drawing sprites and controlling the camera. Once we grasped the basics, we swiftly implemented a world surface consisting of 60 x 60 tiles.



Subsequently, we also migrated World Engine's feature of clouds moving across the sky. In upcoming developments, clouds will mimic the wind's direction based on their latitude and the respective ground and air temperatures. Although the programming for clouds to dissipate exists, it is currently inactive due as the code for generating new clouds has not been converted yey.



To conclude, a brief video showcasing today's accomplishments was created using CapCut, featuring an AI narrator. You can view our channels on YouTube or TikTok channels to see our progress.



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