Plans for an upcoming game are getting more concrete, I am remodeling the main avatar in a mid-level density so the resolution is high enough to use it both in game as well in some upgrade menu’s, cutscenes, etc. #blender
I reworked the terrain generator for Unity’s new HD render pipeline, really enjoying this new pipeline, with out of the box ambient occlusion and atmospheric effects.
My entry for the Ludum Dare #44 (72hour) gamejam.The theme for this jam was Your life is currency The player navigates a Euro and tries to trap greedy businessmen into a pits of lava.The game features an endless looping level and some nice music It ranked #2 in the humor category out of 1817 entries […]
Some prototype for a potential game idea, i’m using a combination of navmesh with a custom Agent, it loosly followes the navpath with physics based behaviors to get a more realistic path following,
Participated in Ludum Dare #43 with this Gauntlet Style shooter (created in 72 hours)The theme for this jam was: Sacrifices have to be made.I implemented a kamikaze style mechanic for the player that can take out the spawning portals. check the Ludum Dare entry here: https://ldjam.com/events/ludum-dare/43/revelation
Realtime terrain chunk generation via c# job system, using lod crossfading via a bluenoise map and temporal antialiasing.
Implementing an adaptive quadtree to optimise Level of Detail for Terrain chunks
Too heavy for realtime rendering, but this is the detail I am looking for
Started work on a 3d terrain generator using the unity’s new c# job system