1,072 reputation
49
bio website gavanw.com
location San Diego, CA
age
visits member for 2 years, 11 months
seen 14 hours ago

Twitter: @gavanw


Sep
24
awarded  Autobiographer
Sep
14
awarded  Commentator
Sep
14
comment Vertical vs horizontal hex grids, pros and cons
Yes, sorry -- to clarify I mean that if you have actual walls that run along the hex borders, all walls will be visible. In the picture above, there are no walls along borders, just solid hex cells.
Jul
13
revised How to improve Minecraft-esque voxel world performance?
added 460 characters in body
Dec
13
awarded  Yearling
Sep
23
revised How to improve Minecraft-esque voxel world performance?
added 66 characters in body
Jul
23
answered Procedural river or road generation for infinite terrain
Jun
7
awarded  Nice Answer
Apr
23
comment How to get a game popular without a publisher?
@StevenStadnicki I never said that games do not require marketing - I said that good games will market themselves (i.e. not cost any significant amount of time or money on the developer's behalf). Compare this to paying money for advertising space. Being small developers, it was my best guess that none of the aforementioned parties spent any significant amount of money on marketing. If you have proof that shows otherwise, I'd be happy to accept it.
Apr
23
revised How to get a game popular without a publisher?
added 269 characters in body
Mar
7
answered Calculating transform of arrow model pointing at some point in 3D space
Mar
7
answered Vertical vs horizontal hex grids, pros and cons
Dec
21
answered Generated 3d tree meshes
Dec
13
awarded  Yearling
Oct
31
revised How to improve Minecraft-esque voxel world performance?
added 229 characters in body
Sep
10
awarded  Good Answer
Aug
5
comment How to generate caves that resemble those of Minecraft?
another (easier) solution, although less efficient and probably "noisier", is to use brownian motion to carve out a path (kind of like an ant digging around randomly).
Aug
5
comment How to generate caves that resemble those of Minecraft?
One possible way is to generate the minimum spanning tree within each chunk separately, then connect each chunk by finding the closest two nodes between the two chunks. After a chunk is filled in with your default terrain algorithm, you could hollow it out around the minimum spanning tree.
Aug
4
answered Should I develop the game first or get NDA?
Aug
4
answered How to generate caves that resemble those of Minecraft?