From Google Maps to a 3D Voxel World

PepeDev Blog

Adventure Box Google Maps Import The Earth

We have seen in a previous post how we texture greedy meshes in voxel worlds, which is one of the pieces of technology we’ve developed to make the rendering of Adventure Box worlds possible. Today we’re going to take a look at of one the ways we create voxel worlds – specifically, how we generate Adventure Box worlds from Google Maps (seems impossible? …Try it right now on adventurebox.com : ) We’ve … Read More

Texturing greedy meshes in voxel worlds

RobDev Blog

Texturing greedy meshes in voxel worlds

A number of people have asked me about how I apply textures to quads generated using the greedy meshing approach (video: https://www.youtube.com/watch?v=0OZxZZCea8I, source: https://github.com/roboleary/GreedyMesh). There are a few ways to do this, but I thought it might be useful for me to share my approach. I texture greedily meshed quads by applying an offset and a modulus in the fragment … Read More

Designing the city-crafting system in Adventure Box

RobDev Blog

Adventure Box Alpha World Map

From the very start of development on Adventure Box we wanted the crafting of cities to be a fun and skillful activity. We didn’t want to just offer players the ability to scattering buildings around – we wanted the kinds of buildings you build, and how you arrange them, to play a part in the character’s development and in the … Read More

A speech by CTO, Rob O’Leary at the HTML5 Developers Conference, San Francisco, October 2014

RobDev Blog

Hi all! I’m Rob O’Leary, CTO and co-founder of Happy Landlord Games. We’re a small, independent game studio based in Stockholm, in Sweden, and we’re developing a game called Adventure Box. Now, I’m no salesman – I’m an engineer – so I’m not going to write too much about what a wonderful, engaging.. *tasteful* product we’re building. Instead I’m going … Read More