This is an example of a first-person shooter game written in JavaScript using WebGL. All of the (limited) art assets are generated procedurally. The game uses the team duck game engine (tedge.js) which handles things like loading shaders, buffering object meshes, and calculating collision using octrees. The input controls are slightly confusing, because it is not possible to capture the mouse in the browser without using some sort of plugin, but it shows generally what is possible.
This is part of a series of game prototypes I have been developing in the browser. Another one, shown here: http://team-duck.com/space/ allows you to explore a small galaxy by piloting a spaceship. It is my intention to eventually complete these as games and tie them together with some form of overarching story.
This has actually been a goal of mine for almost ten years, having intended to make a more complete science fiction homebrew game for the Sony PSP. Now, with a concentration on randomly generated content, I have to settle for something less than contending with some of the bigger name projects out there, like the much hyped No Man's Sky.
I find one of the biggest problems in creating a super-massive procedural world is finding the proper ways to generate numbers randomly, and to predictably fill in noise in interpolation. I have a few PC demos of simulations of planets, cities, and other macro level phenomenon, but to have a player journey to a planet and see it stream in would be a real joy.
This is part of a series of game prototypes I have been developing in the browser. Another one, shown here: http://team-duck.com/space/ allows you to explore a small galaxy by piloting a spaceship. It is my intention to eventually complete these as games and tie them together with some form of overarching story.
This has actually been a goal of mine for almost ten years, having intended to make a more complete science fiction homebrew game for the Sony PSP. Now, with a concentration on randomly generated content, I have to settle for something less than contending with some of the bigger name projects out there, like the much hyped No Man's Sky.
I find one of the biggest problems in creating a super-massive procedural world is finding the proper ways to generate numbers randomly, and to predictably fill in noise in interpolation. I have a few PC demos of simulations of planets, cities, and other macro level phenomenon, but to have a player journey to a planet and see it stream in would be a real joy.