UI and materials
This week, I created a UI, implemented it and also created custom materials and shaders for the game.
I also made some overall improvements to the project, so it runs pretty smooth in real time. I managed …
This week, I created a UI, implemented it and also created custom materials and shaders for the game.
I also made some overall improvements to the project, so it runs pretty smooth in real time. I managed …
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 …
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