Procedural Caves
I have been spending a lot of time on this game. We currently have a functioning procedural cave generation system. It is based on 3D tiles that connect together with standard interfaces so that they match up properly. I am also rotating and flipping all the tiles to produce more variation. This massively cuts down the number of tiles that have to be modelled. A single tile model has 8 variations. I currently have a total of 21 base tiles, but I intend make more once I have some actual gameplay.
The cave system is fitted out with a navigation mesh, which shows where characters can walk, and can also be used for pathfinding.
I have also been investigating shadow mapping. Something I have been meaning to do for quite a while. I want to implement omni-directional shadows using cube mapping as the characters will be carrying torches.
This is my shadow mapping test. It currently only has one spotlight, but now I have worked out how to do it, the rest should be relatively easy.