Hexlands

My current project has a working title of Hexlands.

When I first started working on this a few weeks ago, it was originally for a 4X game idea I’ve had for a long time. The first thing I did was to develop a hex coordinate and layout library, using the fantastic resources located here as a guide. Towards the end of this process I was fixing a few minor bugs with the chunk system, and I decided to drop in a first person controller so I could walk about and find the issues. I liked the view point so much, I shelved the 4X idea (yet again, poor thing has been barely started about 3 times now..) and switched over to a new idea.

And so Hexlands was born. The terrain is generated procedurally on the fly, and in the current version this is also both multi-threaded and functional.

Performance and memory have been a constant problem with what I wanted to do, so despite the low poly aesthetic I’ve had to use a lot of tricks to get it working at my target development performance level. The current version is running at 1920 x 1080 at 60fps+ with a 2km view range and around half a million clutter items on an entry level quad core i5 with a GTX 970. I know there are things I can do to improve it from there, so I’m comfortable I could improve this performance further for release. The view range and clutter density represent a Very High setting.

This page will serve as a hub for both game information and development blogs as I progress.