Wolfram von Funck(@wol_lay) 's Twitter Profileg
Wolfram von Funck

@wol_lay

I'm developing Cube World, a voxel-based exploration RPG.

ID:437049774

linkhttps://www.cubeworld.com calendar_today14-12-2011 23:16:39

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Wolfram von Funck(@wol_lay) 's Twitter Profile Photo

I'm trying out Unreal Engine 5 to see if I can use it for Cube World Omega. So far it looks promising. I'm still trying to get the look and feel right. Next I want to add small details (grass, flowers, fences etc.) and finally creatures.

I'm trying out Unreal Engine 5 to see if I can use it for Cube World Omega. So far it looks promising. I'm still trying to get the look and feel right. Next I want to add small details (grass, flowers, fences etc.) and finally creatures.
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Wolfram von Funck(@wol_lay) 's Twitter Profile Photo

For better visualization during development, I added a map (lower right) that shows how NPCs move (red dots). I my test, they start to walk to the street in the center, then following that street. Next step: zombie herds, bandit gangs, adventurers etc. moving across the map.

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Testing NPCs traveling along roads. They use map information to navigate through the world (in this case find the closest road), even when they're kilometers away from the player. When the player gets close, they spawn and use the pathfinding algorithm I mentioned before.

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Wolfram von Funck(@wol_lay) 's Twitter Profile Photo

Working on pathfinding. It's based on the A* algorithm. For testing purposes I can mark a destination and the algorithm tries to find the best path. Progress is visualized by small cubes. The yellow cubes mark the current best path.

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Currently working on NPC behavior. I'm enabling them to travel to distant locations across the world, using a high level world map representation that I described in a previous blog post: wollay.com/2023/07/30/new…

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