Hey! These past two weeks, I joined the #PirateJam with 4 other teammates and we created this game, which you can play for free. Hope you enjoy it!
mist-realms.itch.io/the-king-who...
#indiedev #indiegame #gamedev #screenshotsaturday #indiegamedev #unity #Roguelite #Deckbuilder #Itchio
Very good job! π
(part 2/2)
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
A walk through a procedural forest of 16 kmΒ².
(part 1/2)
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
(part 2/2)
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
I have been optimizing the creation of the trees. There is still work to do but for now it is good enough. π
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
(part 1/2)
This week I've been commenting and optimizing code, so... here some more trees π. A bit of how they work with the LOD system.
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
Testing adding trees massively in a 32 kmΒ² surface.
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
Fixed a bug where chunks sometimes didn't get their neighbors correctly and therefore blocks on edges weren't created well. (I hope this doesn't give me more problems).
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
I have been working a little more on the trees to deactivate them together with the chunks.
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
Happy Holidays, folks!
#madewithunity #indiedev #gamedev #procedural #procgen
#voxel #indiegame
Thank you! β€οΈ I didn't want to lose everything I uploaded to Twitter because I don't think I'll be posting anything else there. If you don't pay for the blue check, you barely have any visibility, so it's a pretty useless social network.
Yes, creating the mesh using shaders is something I studied in the past, but my knowledge of shaders is limited, so it's not a path I could pursue. However, there's no doubt that creating and modifying the terrain with the GPU would be incredibly fast.
Thank you. βΊοΈ
One of the things I wanted to test with the new slopes in the terrain generator was inverse kinematics (IK).
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
Slopes (almost) completed. There are still some aspects to be polished and fix some bugs, but the result is quite good and I'm happy with it.
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
(2/2)
Another song: (1/2)
#madewithunity #indiedev #gamedev #procedural #procgen #indiegame #screenshotsaturday
(2/2)
Along with Marma Music (www.marmamusic.com) we are creating an asset to generate random music in runtime that I will include in my game.
Enable the sound to listen to the song:
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
(1/2)
I know I am being monothematic, but I keep fixing the slopes. I want to finish this before moving on to something else.
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
Finally! Chunks with slopes are now correctly created.
#madewithunity #indiedev #gamedev #procedural #procgen #voxel #indiegame #screenshotsaturday
That's absolutely true, and it's also a constant. π€£ Fortunately, these issues have been resolved. I'm posting this devlogs from my Twitter account here.
These messages are old, from my Twitter account. Iβve solved many performance issues since then.
The biggest bottleneck in my terrain generator is the instantiation of meshes in the scene, which I couldnβt multithread in Unity. But with the new Jobs system and ECS, I might be able to fix that.
Is there still room left? I would like to join. π
I realized that the new algorithm that creates chunks using the neighboring blocks had slowed down the creation of the terrain and also freezed the game several times for a few micro seconds, very annoying.
#madewithunity #indiedev #gamedev #indiegame #screenshotsaturday #procedural #voxel #procgen
Optimizing the creation of chunks of terrain.
#madewithunity #indiedev #gamedev #indiegame #screenshotsaturday #procedural #voxel #procgen
Finally, the chunks look at the blocks of their neighbors to create correct normal vectors. Now I have to add the slopes when they check neighbors. π
#madewithunity #indiedev #gamedev #indiegame #screenshotsaturday #procedural #voxel #procgen
I'm working on correctly creating normal vectors on the sides and in the corners of the terrain chunks, using the information from the blocks of the neighboring chunks. It's turned out to be somewhat tricky.
#madewithunity #indiedev #gamedev #indiegame #screenshotsaturday #procedural #voxel
I still have some problems (because the terrain is generated with multithreads) but it supports those speeds that generate the corresponding chunk of terrain without errors.