This is what my level looks like in Unreal.. before launching the game.
Semi-Procedural Generation based on Modular Design insures interesting level layouts that are not random, but functional.
This is what my level looks like in Unreal.. before launching the game.
And a bit of barnacling.. I've been looking at some options for ecosystem growth. I've ended up painting geometry, for now, rather than growing procedurally. It's a pity there's no procedural foliage in Unreal that would work with procedural level generation. The experimental procedural foliage tool looks promising, but it's not very.. procedural yet. Instancing is also not incredibly efficient either. So I ended up doing all the 3D work externally, and importing geometry as large meshes. They load pretty fast, faster than generating instances, and render much faster than large numbers of instances. Computers love to render small numbers of large meshes, rather than the other way around.
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About me
I'm a character animator, visual artist, game dev, and music composer. I like to doodle, write, experiment, and plan my next big thing. I love tech that inspires and enables art. I have a formal background in music composition. And I like to walk around the world and see things up close. Archives
September 2021
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