Previously worked as engine dev for Asobo studio (mostly on Microsoft Flight Simulator).
Placing trees on the painted areass by generating points with a halton sequence and then filtering the generated points with a thresholded noise function to create gaps between the trees
#PaperCastle #GameDev #IndieDev #Unity
Placing trees on the painted areass by generating points with a halton sequence and then filtering the generated points with a thresholded noise function to create gaps between the trees
#PaperCastle #GameDev #IndieDev #Unity
Using the derivative (fwidth), we can do sub-pixel smoothing and also get back some details!
Using the derivative (fwidth), we can do sub-pixel smoothing and also get back some details!
Allows precise particle placement and performs relatively well, but lacks flexibility: same shader for mesh & particles, no shader graph, no vfx graph.
#gamedev #techart #indiedev #unity
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