Player-Input
This past week I implemented two different ways the player can interact with the planets. One is a simple mode, where the player can orbit around the planet. The second one, the player can fly around freely in the …
This past week I implemented two different ways the player can interact with the planets. One is a simple mode, where the player can orbit around the planet. The second one, the player can fly around freely in the …
This past week I spent my time on figuring how 3D textures work in Unity. Those textures will be used to create the sample-textures for the planets. Once I had those up and running, I started on …
This week i wanted to figure out a way to patch those cracks on the mesh. But after a lot of thinking and talking about it with different people, I noticed that the cracks are only a visual …
This week I started looking into methods and algorithms on how I could fix the cracks in the mesh.
The cracks appear when neighbouring chunks don’t have the same resolution. So when one chunk already got dynamically reloaded with …
I started the week off by implementing the Marching Cubes Algorithm. Once that was up and running, I started refactoring the code, so that I can now have chunks (small parts of a bigger volume). Each chunk creates …
Studio Game 2 has finally begun! Already in advance I had many ideas on what I could do in those 8 weeks! So in this past first week, the focus was on finding a good idea, defining the scope …
Für die letzten Tage des Modules ging es in den Endspurt. Das sphärische fahren funktioniert, das Bike Model sieht gut aus, es gibt ein UI, es wirbeln Partikel und ein neuer Planet gibt es auch. Jetzt muss nur noch alles …
Für die zweite Woche des STUGA2 Modules, beschäftigten wir uns unter anderem mit den Game Mechanics, Levels Design und retirierten unsere Spiel Idee mit einer User Journey sowie …
Stell dir vor, du bist ein einsamer Motocrossfahrer auf einem fernen Planeten, nur Überbleibsel alter Frachtschiffe bestücken die ansonsten idyllische Landschaft. Und dort in der Ferne siehst du deine persönliche Oase, der perfekte Sprung, doch dein Durst …
Procedural content generation also known as PCG, is becoming a widespread technic for improving iterative pipelines for content creation. Especially game development can greatly benefit from this approach, as many games rely on agile iterations to ensure gameplay quality. But