Development Log

I hear people call them blogs nowadays.

solar eclipse of the heart

a full circle strange sort of things occuring lately attempting to go fully procedural for the planet creation with the help of a great series by Sabastain Lague. in retrospect, even though i have slowly been discovering the many benefits of working procedurally, i didnt exactly know this sort of thing was possible directly in Unity without some sort of third party implementation.

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everybody say hello

bit of a whirlwind lately went from having a mental creativity block to various progress on multiple fronts the process is still in progress, but I think I finally figured out how to solve the issues I was having upgrading to the Light Weight Render Pipeline in Unity.

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Houdini modeling practice

the Houdini course I’m taking on uDemy that I got for free is actually put together really well. the instructor repeatedly drills the same techniques, preformed in slightly different manners and contexts, and goes over every aspect thoroughly… at least at first.

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first world terrain and player leveling system implemented

got the seams out of the terrain, just decided ’eff it and painted them out in Photoshop. what was weird was I still had some kinda seam between the tiles, but a bit of overlap where the tile repeats took care of the job.

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