Current progress report #9
log date: distant future from 2025-06-08

Presenting the M.A.X. Water Animation Analysis Tool!

The captivating water animation in M.A.X. is achieved through a color cycling technique. This method leverages two distinct regions of the color palette (bands) to dynamically shift pixel colors via color cycling, thereby creating the compelling illusion of fluid motion. For better effect, wave propagation is simulated in a bidirectional manner, and also mimicking the natural processes of wave cresting and breaking. Moreover, to further refine the visual fidelity, various waves are seamlessly integrated with variable regions of even-odd masking.

Watch it live here: The M.A.X. Water Animation Analysis Tool.

The Water Animation Analysis Tool:
Current progress report #8
log date: distant future from 2025-05-01

Progress on UI, interactivity, and maps!

Presenting a new release of the "utility" with classic UI, and more functionality of the main map.

This build also includes project files with all 6 original Crater maps.

The "utility" is now available for download here: the "utility v0.1.14" release!.

Sample map preview:
New 2k25 year progress report #7
log date: distant future from 2025-01-01

First working preview release!

Welcome back M.A.X. Commanders!

Today is big day! After a few days of hard work, the first working preview release is ready.

This release contains the setup screen where M.A.X. game path must be provided. After the setup, the map editor will load the sample map and display it. This presentation shows the map drawn using the new tile system and layers. It is possible to pan and zoom the map. Some debug information are displayed in the background.

The "utility" is now available for download here: the "utility v0.1.11" release!.

May the new 2k25 year bring many good and won battles, to the M.A.X. to all of us!

Sample map preview:
Current progress report #6
log date: distant future from 2024-12-28

Tauri v2

Migration to Tauri v2 is now complete. With the new version more desired technologies are available.

WebGL 2

Rendering system has been upgraded to WebGL 2. Though it is still not WebGPU, it is large step forward.

Rendering

Current map rendering now supports displaying multiple terrain layers, and the tile flipping and rotation mechanism is complete. The tile transformation is applied accordingly to cell data specified in the map.

The map's zoom feature enables smooth transitions between 2x magnification and a full map view. The zoom point is now centered on the display but will be aligned with the pointer position in the future.

The panning is aligned with the pointer's movement and is preserved when zooming.

The implementation of a multi-layer map rendering is in progress. Layering will allow the transparent tiles, like the shore, to be placed above water. The layering and transparency will provide better results and more flexibility than using shores with integrated water patterns.

Current progress report #5
log date: distant future from 2024-12-12

After a long break, the "utility" is back with a new update.

Security

The new security measures have been implemented to ensure that JavaScript code is not able to access arbitrary files on the user's filesystem.

New tile system

The new tile system was developed to allow more flexibility in the map creation process.

The new system allows the user to rotate and flip the tiles. Also, the new tile system provides matching data for the auto-shore feature and random map generator.

The shore tiles have masked out water (except shore waves) which will allow correct rendering for any transformation of shore tiles and underlaying water tiles.

Tile transformation:

The setup

The setup process will be as easy as providing valid M.A.X. game path.

and beyond ...

The editor will be extensible with asset packs.

The asset packs will contain new tile sets and palettes.

The map project file will contain references to the used asset packs. As an option it will be possible to save map project with embedded asset packs.

Map Editor Setup Screen:
Current progress report #4
log date: distant future from 2024-09-24

The "utility" is being transferred to the Tauri App ecosystem for further development and distribution.

The progress made before migration to TypeScript, WebGL, and Tauri still needs rework, so stay tuned. Expect upcoming updates to contain actual "utility" work releases.

This update comes with the v0 release that will be the baseline for the "utility".

>> check the source here

The upcoming releases will be available here:

>> M.A.X. Game Map Editor Releases

Map Editor Icons:
Current progress report #3
log date: distant future from 2024-09-18

The rendering process transition is in progress. Switching from canvas rendering to WebGL 1.

This update will also ensure a smoother mapping experience on weaker machines, even with caustic animations enabled! Also, less CPU power will be required to redraw the map, for only one texture will be rendered using GPU. That should ease the power consumption, so we won't need the power station farm to power the whole process of materializing our creativity.

This update comes with a WebGL demo of the palette, tile set, and the tile map usage for rendering the map.

>> grab the demo here

Current progress report #2
log date: distant future from 2024-09-11

As of now, all the work on the "utility" will be publicly available as an open-source project on this GitHub:

>> suns-echoes/max-game-map-editor

All current achievements are in a process of transition before they can go public. This will ensure that no proprietary assets are published with the source code; the source code is being cleaned up and transformed to TypeScript for easier maintenance and development.

This update comes with a simple utility release, which converts the WRL files to JSON format. Optionally, it can export binary chunks and images for preview.

>> tools/cli/wrl-to-json.js

WRL to JSON converter and extractor (v 1.0.0):
Current progress report #1
log date: distant future from 2024-09-02

Here is an overview of the current work progress on the "utility" (sometimes referred to as the M.A.X. Map Editor). Information about related work can be found below.

Progress on the "utility":

The leaked sneak peek of internal build:

In addition to the main task, work is ongoing on related features, such as tile consolidation, grouping, and matching. This work will enhance the functionality of the 'utility' by providing the metadata required for auto-shore feature or random map generation.

Progress on related work:

The leaked images of internal tools:
Good news M.A.X. Commanders!
log date: distant future from 2024-09-01

One day, a new M.A.X. Commander was assigned to explore distant star systems to find new habitable worlds. The worlds that no one had seen but many dreamed about. The Commander decided to utilize all means necessary to complete the task.

Finally, careful planning and gathering all available data about the known universe led to only one conclusion: it is very doubtful to find new compatible worlds using conventional methods. Determined, the Commander devised the ultimate plan.

The plan was to create a highly sophisticated "utility" capable of distorting the fabric of space and time, which would then be used to develop new habitable planets.

The very first public preview of the "utility":