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More objects, more placement rules, more variety... Looks surprisingly good for such simple code! ⛰️ #proceduralGeneration #gameDev #indieDev #unity3d
Working on a new game! How do you like procedurally-generated worlds for a multiplayer context?⛰️ ⚠️Very wip procedural islands! #gameDev #unity #proceduralGeneration #indieDev
First dev blog! This one's about our procedural scattering technique for creating nice natural scenes. Let us know what you think - way more posts coming, on all aspects of procedural generation ✨ newheadstudio.com/blog/object_... #proceduralGeneration #unity3d #indieDev #gameDev #devBlog
Putting trees & grass-like objects on the procedural island 🌳🌿🌴 Poisson sampling for trees (actual objects), random for the grass (instanced draw). With the lake, this already gives a nice forest ambience! ✨Much more to come, stay tuned ✨ #proceduralGeneration #unity #indieDev #gameDev
Testing instance drawing from C# for grass-like objects🏞️ Super efficient - although we'll need to sample elevation later. Nice thing: we can render different objects w/ varying quantities. Second half shows a field filled with beautiful flowers 🌸 #proceduralGeneration #unity #gameDev #indieDev
Introducing some hierarchical aspect to the object scattering... Now trees can spawn objects around them in a given circle: rocks, pebbles, bushes, or even other trees 🌴 Writing a small blog post to explain in more details 👀Coming out soon! #unity3d #proceduralGeneration #indieDev #gameDev
Trying a simple lake algorithm 🌊 Limited to convex shapes for now but still looks pretty nice. Surface has with a proper mesh and a dedicated shader. Next step will be to populate islands environment assets🌴🪨 #proceduralGeneration #procGen #indieDev #gameDev
Very wip networked first person controller tentative 🪓🎮 Hopefully soon we will be able to cut down these trees... #gameDev #screenshotSaturday #indieDev #survival
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