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I'm a lead guitarist turned general programmer turned game developer over a long stretch of time.
I'm currently creating a game called Genocide which is going to be a freeware zombie shooter, and first of a series of games.

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I have begun procedurally generating my building interiors now, I've got rooms with inner rooms all mapped out, and some of the walls have doors.

Soon I will begin making the doors openable and the walls collision test.

I'm currently working on adding all of the necessary doors while looking for new ways to cull polygons. A way that I'm currently planning out is to cull polygons based on orientation. I will be able to cull rooms really quickly by testing to see if any of the points of the rectangles of the rooms/buildings fall on one side of an invisible line that spans a distance of 1.0 to the left and right of the camera, if they fall on one side they are rendered, if not then they are culled. This in conjunction with my home-made back-face culling for rectangles and position-based culling will yeild a good amount of efficiency for a much smaller cost in processing allowing me to render more details and do more complex processing for AI, and since culling is almost completely dynamic it will allow for all kinds of procedural generation for just about everything in the game. A lot of work is going into procedural generation and polygon culling. I want this game to render efficiently on the slowest of modern PCs.

Here's a link to a video showing the latest updates.

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#indiedevs Rejoice

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