Samstag, 8. Juli 2017
Freitag, 7. Juli 2017
Developer Diary 66 The Palace is done
Now the hard part starts ..... calculating correct LODs so it works in VR ...... and setting up a script that randomizes the palace construction .....
Montag, 19. Juni 2017
Mittwoch, 14. Juni 2017
Samstag, 3. Juni 2017
Developer Diary 63 - Dharmapala Palaces
I bought a large amount of gothic architecture meshes. Right now I'm working on the conversion of each individual model and its integration into the game world, including lighting, texture and surface properties. The meshes can be combined with the building meshes I created to form dharmapala palaces.
Mittwoch, 24. Mai 2017
Developer Diary 62 - Cubemaps & Biome Generation
I've been playing around with Exponential Heightfog Inscattering Cubemaps and I just can't decide which one to implement and how:
Overall the world is finally starting look the way I want it to look. Additionally I've been working on a code that groups landscape chunks of the same kind together to create something in the line of biomes. This will eventually give me the ability to create climate zones and various areas with massively different weather FX and vegetation. I broke my brain trying to find the right way to do this and ended up spawning "Landscape Placeholders" instead of landscape chunks, which first check the environment for similar landscape chunks before they generate their own. This way chunks of the same kind will group together until a threshold is reached. At this point they will switch to a different chunk type.
S.M
Overall the world is finally starting look the way I want it to look. Additionally I've been working on a code that groups landscape chunks of the same kind together to create something in the line of biomes. This will eventually give me the ability to create climate zones and various areas with massively different weather FX and vegetation. I broke my brain trying to find the right way to do this and ended up spawning "Landscape Placeholders" instead of landscape chunks, which first check the environment for similar landscape chunks before they generate their own. This way chunks of the same kind will group together until a threshold is reached. At this point they will switch to a different chunk type.
S.M
Samstag, 20. Mai 2017
Developer Diary 61 Exponential Height Fog - Time of Day
I incorporated two different kinds of Exponential Height Fog Components. Their Z Value is tied to the time of day, so that the player can experience the colors of dusk, dawn, day and night time independently from the underwater fog settings.
It's barely noticeable and I know those screenshots look like all the others, but it makes a huge difference when walking through the world. The sky is the only source of color, since the ground and all the trees and plants are entirely black. So it's important to exploit its full potential.
S.M
It's barely noticeable and I know those screenshots look like all the others, but it makes a huge difference when walking through the world. The sky is the only source of color, since the ground and all the trees and plants are entirely black. So it's important to exploit its full potential.
S.M
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