Post Aw3yuuTQDmVYuUSl5E by runevision@mastodon.gamedev.place
(DIR) More posts by runevision@mastodon.gamedev.place
(DIR) Post #AvxmVoENvfWFuYw080 by runevision@mastodon.gamedev.place
2025-07-09T17:03:15Z
1 likes, 0 repeats
I got translucency working on the trees ☀️🌳Hell yeah, let's stroll! #GameDev #ProcGen
(DIR) Post #AvxsIUH7Pf8VynFBnU by jonbro@friend.camp
2025-07-09T17:09:13Z
0 likes, 0 repeats
@runevision did you write you own heightmap renderer for this, or are you using something off the shelf?
(DIR) Post #AvxsIVTYwsgVhg4dpg by runevision@mastodon.gamedev.place
2025-07-09T18:08:11Z
1 likes, 0 repeats
@jonbro This is using Unity's built-in heightmaps with Microsplat on the Asset Store for improved texturing. The grass is Unity's built-in while the trees are now rendered by GPU Instancer Pro, and using Amplify Impostor (which I had to hack a bit) for the octahedral impostors that the trees are rendered as in the distance.
(DIR) Post #AvxsIYef84LVYyI33A by jonbro@friend.camp
2025-07-09T17:09:22Z
0 likes, 0 repeats
@runevision it looks great btw
(DIR) Post #Aw3yuuTQDmVYuUSl5E by runevision@mastodon.gamedev.place
2025-07-11T14:16:08Z
1 likes, 0 repeats
Here's a fly-by with the new trees. The fact that they cast/receive shadows even in the distance makes a huge difference compared to the old Unity billboard ones, which destroyed the sense of depth in the distance.#ProcGen #GameDev(Video of old trees here: https://mastodon.gamedev.place/@runevision/112186261304893345)
(DIR) Post #Aw3yuyOxcJJf5oPFgW by runevision@mastodon.gamedev.place
2025-07-12T12:27:11Z
1 likes, 0 repeats
The tree leaves are now swaying in the wind. The "Grasslands - Stylized Nature" pack the trees are from actually already included a wind effect, but I implemented some simple tweaks to make it more to my liking. What do you think?#GameDev #IndieGameDev
(DIR) Post #AwEcwAbzv1Kgw5KqDQ by runevision@mastodon.gamedev.place
2025-07-13T12:35:22Z
0 likes, 0 repeats
I found this postcard perfect view while exploring.Also, the trees are now a bit more scruffy and not so smooth and rounded, which particularly changes how the tree coverage looks in the distance.#ProcGen #GameDev
(DIR) Post #AwEcwC9MCTbxhpwzqq by runevision@mastodon.gamedev.place
2025-07-17T20:06:31Z
1 likes, 0 repeats
I needed to get proportions in my game sorted out, so I spawned these reference humans along the paths. This helped me better be able to tell if they look right compared to the trees and environment, and whether the player camera height also looks right compared to them.#GameDev #ProcGen