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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain. That’s it. When

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Coherent Creature Design

Mnenad

As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. Prejudice discussion opened :P  When we think spontaneously of a certain animal, a bird for example, we barely have a certain colour in mind. Designing the game world's creatures.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Oily skin texture). The map models are rich and varied in terms of items, buildings, and terrain changes, which offsets outdated graphics performance. Animation: Two perspectives, the separation of cloud and mud Lost Ark has a sincere visual performance, among which are various cutscenes from a top-down perspective.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

makes up for it by providing an extremely powerful default material (which supports detail textures, triplanar mapping and other nice features) and an extremely easy-to-use shader language. Godot will pick the right compression for textures when importing for mobile, and supply them over the network. Still, Godot 3.0

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