I am sad to say that War Strike 2 is essentially dead. War Strike: A WWII Story was honestly not very successful. And combined with school and family matter I don't believe that putting my time towards a game that will not be successful is worth it. Therefore, I have begun to work on something very, very large. Something that I believe will be more successful than War Strike. I also believe that the only reason I am able to do this is due to the math that I have learned so far during high school(and during middle school).
I say this because a lot of the work I am doing involves working with terrain generation. My goal is to make a game about exploration and planetary battles. To make a more immersive game, I need terrain generation that is efficient and terrain generation that actually looks good. To do this, I am using an algorithm called Dual Contouring. For length purposes, I will keep my explanation of this algorithm simple. First, I create a 3d grid(like a piece of graph paper in 3d). Then, I assign a value between -1 and 1 to each point on that grid. After this, I calculate the normals for each point. This is fairly easy since I can just use the derivative of the noise function I am using to assign values. In the end, I make dots from all of the information that I have created. Once these dots are connected, it creates a smooth mesh that also preserves sharp features in terrain. None of this would have been possible without the understanding of simple calculus, and I am very excited to work some more on my new game.
I say this because a lot of the work I am doing involves working with terrain generation. My goal is to make a game about exploration and planetary battles. To make a more immersive game, I need terrain generation that is efficient and terrain generation that actually looks good. To do this, I am using an algorithm called Dual Contouring. For length purposes, I will keep my explanation of this algorithm simple. First, I create a 3d grid(like a piece of graph paper in 3d). Then, I assign a value between -1 and 1 to each point on that grid. After this, I calculate the normals for each point. This is fairly easy since I can just use the derivative of the noise function I am using to assign values. In the end, I make dots from all of the information that I have created. Once these dots are connected, it creates a smooth mesh that also preserves sharp features in terrain. None of this would have been possible without the understanding of simple calculus, and I am very excited to work some more on my new game.
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