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