Trying out procedural volume textures to get seamless texturing across a terrain. Landed directly in the early nineties.
After much frustration with wrapping everything in Rc and RefCell I did manage to get something kind of working
Last week I fixed up my sky shader to work with spherical planets, and I worked a bit on the type reflection system that I have.
Today I fixed some bugs and did a first attempt at procedurally spawning objects on the planet surface.
Feels like this little #gamedev project is finally starting to have cool things to show 😊
boring game programming
Next up I've been adding to the basic UI tools in the project, making them support different aspect ratios correctly. Doing this because I want to add proper mouse input to the UI and should probably make sure it works if someone has a weird monitor
boring game programming
Since I had the day off today, I spent the day working on my own #gamedev project instead. I improved the blending between noise values between different biomes. I was working on adding a proper flow for planet generation and player spawning, and got sidetracked into adding a frontend UI to test it from.
Throwing a few different layers of Perlin noise on top of this already starts to make it feel like navigating a planet. Each biome has a random set of multipliers for each noise level.
Starting from a random distribution of points was causing some obvious problems. Firstly there's the chance of some very small regions, but also blending the regions together is more difficult when some points are bunched together - as the distance from the points to the boundaries is very inconsistent.
Starting out from a Fibonacci sphere of points seems like a good alternative - will just need to decide on a way to offset them from here.
I make things with computers.
Gameplay programmer at Studio Gobo.
I mostly use this account to share projects I'm working on in my spare time.