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D2 log 074 – New level format

Catnip Games

I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The custom terrain shader uses the z-channel to draw water in lower areas of the level. This gives me freedom in level design and saves work making tiles… tileable. Interactive elements will be placed using the in-game editor.

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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

Fixed Toon shader data issue on iOS Wechat. Fixed the terrain as too dark, caused by the lighting calculation issue in the builtin-terrain material. Fixed crash issue when baking high-precision Lightmap for the terrain. . ● Fixed error caused by removeSpotLight on native platforms. Fixed pre-backed AO calculation issue.

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Accelerate your Game Design, Development and Build with Unity Asset Store

Jaunty Bear Games

Fortunately the Unity 3D platform has a great selection of packages and assets to accelerate the build of tools, models, shaders, sound effects, animations etc. Terrain Tools. The Terrain Tools package adds additonal terrain sculpting brushes and tools to your project to help create stunning terrain assets and ease the workflows. .

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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

GPUParticles : Processes particles on GPU, allows very large amount of particles at little cost, and with ability to write custom particle shaders. x and the shader used is almost identical (should be easy to port). It can also be done from within a particle shader itself by chaining another particle system as a sub-emitter.

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Godot Showcase - Lumencraft developer talks about his experience

Mircosoft Game Dev

We knew that we needed custom modifications for destructible terrain, dynamic lightning, and support for thousands of swarm monsters. Another thing that was quite useful is the option to quickly test shaders. Being able to see the results of a shader the moment you change some code makes development so much better.

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Simplex noise lands in Godot 3.1

Mircosoft Game Dev

If you want to learn more about how fractal noise works and some other terrain generation techniques I strongly recommend this article by Red Blob Games. But the true power of noise textures becomes available when used in combination with text shaders: Getting started. The examples below have been updated accordingly.

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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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