I'm happy to announce that the game is now available!
This project is drastically different than all of my previous ones. The most notable difference is the game engine change, which allowed me to implement minigames and animations. Everything you see and interact it, was designed and programmed by myself (even the save and load system!). I'm not going to lie, it wasn't an easy task and I had moments where I thought I wouldn't be able to pull it off.
Because of that, there's a slight chance of some bugs I didn't catch while testing. Don't hesitate to report them and I'll see if I can fix them!
I'm very proud of what I achieved with this project and I hope to keep increasing the quality of my games in the future.
In this first article, we'll delve into Open World Management.
As we approach the launch of the Alpha of Drive Beyond Horizons, we're excited to kick off this series of publications dedicated to our development journey.
Overview:
Creating an infinite terrain poses several challenges that we need to tackle in the best way possible. No object can be "baked" as generation is entirely procedural, and it must be done within milliseconds without disrupting game performance. Let's dive in!
Terrain Meshing:
For the terrain, we've opted for the "clipmap" technique as it allows for quick mesh creation and automatic LOD (Level of Detail) management. For ease of programming, this clipmap is shared between the CPU and the GPU, unlike traditional clipmaps that reside solely on the GPU.
As you can see, the level of detail is automatically updated based on the camera position, saving GPU resources. It can also be adjusted in the options to display maximum quality or, conversely, to achieve better in-game performance!
Terrain Texturing:
When the player moves too far from the initial terrain position, textures are recalculated on the GPU. We've chosen not to use virtual textures, opting instead for a texture cascading system where textures are more detailed near the player than at the horizon. This allows us to update mountains and road elevations in real-time.
Collision Handling:
Collision is handled through previously created height textures. The data is processed on the GPU side and sent to the CPU only for the desired portion, ensuring that the processing is fast enough to run within a frame. This calculation is done for every object requiring collision on the terrain.
Vegetation:
The most delicate management is vegetation because there are thousands of objects to instantiate in just a few frames. We take advantage of the relatively slow speed of the car to pre-generate the future foliage that the player will encounter. Meanwhile, we organize the foliage in the collision grid to make collision creation more efficient.
Conclusion:
The terrain is at the heart of the game, and we've put a lot of care into its creation. We've successfully overcome the various challenges encountered so that you can drive beyond the horizons!
Dealers, tired of waiting for the release date of DDS2? Bet you are! Just as much as we’re excited to share it!
IT’S OFFICIAL!
Drug Dealer Simulator 2 will be released on June 20, 2024.
Welcome to the early 2000s! A lifestyle of bad choices made you an outlaw seeking refuge. Don't worry tho, Isla Sombra is the perfect place for fugitives like you!
You're not planning to just surrender and stay there forever though. Prove your worth, use your talents and get your life back! Making a fortune along the way won't hurt either…
Drug Dealer Simulator 2 brings forbidden goods in the form of a single-player or co-op first-person immersive sim:
Cook, portion and distribute a variety of illegal substances Establish and decorate your own labs and hideouts Hire employees and create a hierarchy in your cartel Avoid, fight off, or sometimes bomb your rivals and militia Use boats to move between the archipelago’s islands Experience different kinds of weather, including tropical storms
So now you know! Wishlist the game now and mark your calendars!
We have just pushed a new build to you with a small handful of fixes we wanted to address.
- Fixed Rocket Launcher firing sound incorrectly playing twice. - Fixed the Factory Bombing missions in Airborne incorrectly ending when the base was destroyed and skipping the Chirpo Rescue part of the mission. - Added the Bumper Whales back into the Treasure Island ocean.