The engine used to build this game was a once-off creation, designed explicitly to run this particular title. This is not a real game engine, this is a GENERIC category.

A game run on an engine built for a few games (a game series, etc.), but not being clearly known or featured, should be assigned to Unknown engine.

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Blog RSS Feed Report abuse Latest News: Tribe Of Pok: Iterating on the Water Mechanics

About Tribe of Pok with 0 comments by PokingWaterGames on Mar 29th, 2015

It's been over three years since I started working on Tribe Of Pok. Over that time I've grown as a developer and found better ways of doing things. One example is water flow mechanics. It's one of the first things I worked on and has undergone several iterations.

When I was a newbie programmer with barely any experience, I was creating a new object for every unit of rain that fell and then destroying it when it evaporated or soaked into the ground. If you have any experience as a programmer, you'll know how disastrously bad of an idea it is to create/destroy hundreds of objects every second. That implementation was quickly scrapped when my frame rate dropped to 10 FPS every time it rained.


Next, I tried storing the amount of water in each tile and performing water calculations only on the tiles. Performance was much better. All I had to do was +1 for every unit of rain that fell and -1 for every evaporation/saturation event. Simply calculate the height of each tile to determine if water can flow into it from an adjacent tile.

However when it rained, the ground would become blanketed in a layer of water. Hills would be just as saturated as valleys and there was nowhere for Pokians to hide. As a side effect, dry ponds would never completely refill since much of the water was stuck on higher ground. I fixed this by introducing movement to saturation. In effect, the water in the soil was "flowing" downhill just as the water above ground did.

Now water was flowing somewhat realistically and wasn't hampering gameplay.

20150330 WaterDownhill

A year or so later I added rivers. Rivers form long, narrow paths that move in one direction. However with the simulation as it was, water moved in a random direction with each update. Sometimes water would flow into an adjacent hex. Then on the next update it would randomly decide to flow back into its starting hex. The result was water taking too long to go downriver. For particularly long rivers, the water evaporated before it even reached the other end of the map!

To fix this, I'm cheating by teleporting water from the high points to the low points along the river. Eventually I'll replace teleporting water with a better method. In the meantime, I'm iterating and improving other aspects of the game.

20150319 Dam river

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Post comment Comments  (70 - 80 of 120)
architectts Aug 9 2011, 10:35pm says:

This engine looks awesome! Can someone tell me where I can download? A lot of cool games are using this engine!

+12 votes     reply to comment
architectts Aug 9 2011, 10:38pm replied:


+3 votes     reply to comment
hakaru-x Aug 12 2011, 2:52pm replied:

i know

+12 votes     reply to comment
DEAD_FiSH Jul 13 2011, 4:53pm says:

Custom Built simply put. Developers made the engine for their own game.

+7 votes     reply to comment
Flash112 Jun 1 2011, 3:43pm says:

if you can rate a place holder engine then i give my mail box a rating of 10! :D

+8 votes     reply to comment
Stoof Aug 13 2011, 10:57am replied:


+3 votes     reply to comment
ASBusinessMagnet May 28 2011, 1:39pm says:

How can a non-existent engine be released on September 1, 2007? Does that mean that if I wrote up my own engine for an XYZ game I must have released it by that date?

+3 votes     reply to comment
MODupper May 28 2011, 6:15am buried:


They use a custom-built engine in

-9 votes     reply to comment
WarHedd Mar 30 2011, 12:00am says:

down eternal got owned a while back...but yeah what is this

+2 votes     reply to comment
ytres May 27 2011, 7:56pm replied:

Read description... Sigh.

+2 votes     reply to comment
5n1p3 Jan 14 2011, 6:30am says:

custom build means that the developer does not release the engine details or give it a name. For example: halo 3 it was only released on the xbox360 so their was no need to give it a name. If i am wrong someone please correct me.

+2 votes     reply to comment
Sakotius Feb 21 2011, 5:46pm replied:

Halo 3 was on the Halo Engine. It is an updated version of the one used in Halo 2, But it is still the Halo engine ;)

+4 votes     reply to comment
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Released Sep 1, 2007
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