Generating a pole through "falling sand" using marching cubes ^^
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Generating a pole through "falling sand" using marching cubes ^^
Not sure why this is happening, but before merging vertices there was this strange hole in from indices being pointed to wrong vertices, after merging the vertices it now looks fine O.o
guess it helps, there being less vertices an all ^^'
First successful tests of Marchingcubes in Unity, special tnx to @SebastianLague ^^
Got quite some plans for this :P
Raytracing in unity~
http://blog.three-eyed-games.com/2018/05/12/gpu-path-tracing-in-unity-part-1/
special thanks to:
https://www.youtube.com/watch?v=9RHGLZLUuwc
http://blog.three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/
A break has come
Although usually only post once a week this will most likely be slown down until further notice.
The reason for this is that i have officially gotten a job! From this monday i will be joining crytek as a junior ui developer!
I will try to post still now and then and keep the development of chuture going.
A special thanks to all my followers out there.
portal..ling? away~
Just ignore the keybinds in the corner.. x)
screenshotsaturday~ back to a regular one for ONE big reason!
The custom engine now officially supports a ..custom screenshot system that takes the date and time in combination with the sdl2 renderoutput and writes it out. This will make my life much easier to take better looking screenshots since i won’t have to crop the borders anymore x)
Anyway wow i wondered what happened here? time to cleanup i guess x)
New entering a level animation, probably could use a few more “effects” x)
back to a regular screenshotsaturday for chuture, with the “new” portal effect~
Riding the .. rainbow route? O.o
Trying out some new ways to end a level~
Improvements on the procedural lightning!
Also here is it glitching out, looks really good though x)
First test for procedural generated lightning, powered by flowfields is looking promising~
Procedural teardrop shape, the “bottom” looks really interesting.
Initially procedural .. “blob” shape x)
The goal from this is to make a certain shape with any given vertex amount. But as you can see with the teardrop there is slight y-issue atm.
Making a voxelmesh out of any given mesh, live generation version~
it’s procedural and should work on any mesh, it’s a bit slow atm but has room for improvement.
What happens when you reiterate a icosahedron (to make it look more spherical)
New ui changes for this actual really a screenshot on an actual Saturday for screenshotsaturday!
and some other changes~
I dont usually post art, but the initial base for the character is done~ Basically it looks good enough for me to want to post about it :p
In game size:
>.< this was flagged for adult content?? look at all that nudity.. my god..