Lately I’ve taken a break from Caster and have been focusing my “side project” time on SmithGame. SmithGame* is a game I’m making with my kids.
*Disclaimer: It was named by my kids and I did try to talk them into a better name but to no avail.
The game was greatly inspired by Katamari Damacy <Tangent>It’s a game my entire family including my wife adores and one of three reasons I purchased a PS2… the other two being Shadow of the Colossus and the numerous PS2 demo disks that used to come in Playstation magazine… good stuff… </Tangent>
Anyway, I didn’t plan to spend tons of time on this project, but there are some things that are worth the extra time spent.
For example, I spent the past four sittings implementing procedurally generated beveled cubes.
Was it worth it? See for yourself:
Before Bevel
After Bevel
I think the amount of extra polish something like this gives the game is significant. Plus it was a lot of fun figuring out a good way to handle the corners–their triangle arrangement etc. Yes, I could have spent much less time making one in a modeling program… but that’s not as much fun so I didn’t.
It’s been a while since I’ve done much with 3D geometry and mesh manipulation and it felt really good to get back into it a bit.
Anyways, for those of you interested in looking at the very-slow-non-optimized-code-because-I-only-run-it-once-at-startup, you can download the code below (look at CustomModel):