Forge On - POI 004 (Fully Procedural Asteroids)
Stives
2:49 PM
Beard Logic
,
Development
,
Forge On
,
Indie
,
Mining
,
Procedural
,
Space
,
Technical
,
Tricky
,
Unity
,
Unity3D
No comments

I was hoping to get more "stuff" in the area generation this week but it turns out I needed to do build infrastructure to get that to work correctly. Got that done though so hopefully next week.
In the mean time:
Check out the procedural generation of the asteroid meshes. Shouldn't have to worry about exploring the same asteroid twice!
Forge On - Exploration 001 (LOD System)
Stives
12:35 PM
Beard Logic
,
Development
,
Forge On
,
Indie
,
Procedural
,
Space
,
Travel
,
Tricky
,
Unity
,
Unity3D
No comments

Demonstration of the Levels of Detail, smooth loading and the start of something... big.
Starting to populate the areas around planets. Right now it's fairly linear but I hope to have something more interesting soon. The asteroids shown are procedurally generated without any framerate loss. Pretty happy with that. Hope to get more in there this coming week.
Forge On - Travel 007 (Jump Drive Precision)
Stives
11:22 AM
Beard Logic
,
Development
,
Forge On
,
Indie
,
Procedural
,
Space
,
Travel
,
Unity
,
Unity3D
No comments

Showing off fast travel and the scale of the universe. That asteroid is over 8.5 million kilometers away in game. Pretty fast traveling if you ask me.
Looking at getting the Point of Interest system up and running next week. Once that's done the game will really start shaping up.
Forge On - Travel 006 (Fast Travel)
Stives
11:55 AM
Beard Logic
,
Development
,
Forge On
,
Indie
,
Procedural
,
Space
,
Travel
,
Tricky
No comments

Still working out the bugs, but here's a sneak peak at what fast travel should look like.
Subscribe to:
Posts
(
Atom
)
No comments :
Post a Comment