Tuesday 23 February 2016

Procedural Trees

     In the past few days I've trying to implement some procedurally generated trees for my game, here are some result. Feedback is really appreciated and encoraged please feel free to ask me anything/ suggest me anything on the comments.









Saturday 20 February 2016

Animated Water + Random Block Colors

So i've been playing around with shaders ans water as well as some random block colors combinations, here are a few images with some result


Thursday 18 February 2016

Procedurally Generated Clouds

Today I tried creating some procedurally generated clouds, here are the results. Please leave any question, opinion or suggestion in the comments.


Sunday 14 February 2016

AO + Interesting generation

In the past few days I implemented Ambient Oclussion And i have been testing with some generation, here are the results.


Thursday 11 February 2016

Basic physics

I've implemented some very basic physics in under 20 minutes, here are the results.




Experimenting with Terrain Generation

So i've been experimenting with some very basic terrain generation, I'm planning in adding a lot of content, but thats for another post.



Tuesday 9 February 2016

Premature Optimization is the Root of all Evil

Today I learned my leeson. This statement is definitely true. I've spent 2 entire days trying to fix a weird performance bug caused by premature optimization, you see the irony right?

Monday 8 February 2016

Chunk Loading System & Voronoi Generation

Today I implement a system that loads chunks in a radius around the player as well as a scene management system and I played a bit with Procedural Generation. I implemented an algorithm to generate the terrain using Voronoi, as you can see the Voronoi cells are well defined. I still need to mess around with the lighting and change the generation colors.



Friday 5 February 2016

Frustum Culling

So I managed to get Frustum Culling working on my game prototype, Here i demonstrate it by applying Frustum Culling with a key press instead of applying it each frame.