-
as seen on Game Development
- Search for 'Game Development'
I am writing a 2d game that uses tile-based top-down graphics to build the world (i.e. the ground plane). Manually made this works fine.
Now I want to generate the ground plane procedurally at run time. In other words: I want to place the tiles (their textures) randomised on the fly. Of course I…
>>> More
-
as seen on Game Development
- Search for 'Game Development'
Isometric Tile and GameObject rendering. To achive the desired looking game I need to take into consideration which tiles need to be drawn first and which last. What I used is a Object that is TileRenderQueue that you would give it a tile list and it will give you a queue on which ones to draw based…
>>> More
-
as seen on Programmers
- Search for 'Programmers'
Today, I got into an argument about the term "procedural generation".
My point was that its different from "classic" random generation in the way that procedural is based on a more mathematical, fractal based, algorithm leading to a more "realistic" distribution and the usual randomness of most…
>>> More
-
as seen on Game Development
- Search for 'Game Development'
I am looking for resources on what are the steps of manually implementing tessellation (I'm using Unity cg).
Today it seems that it is all the rage to hide most of the gpu code far away and use rather rigid simplifications such as unity's SURFace shaders. And it seems useless unless you're doing…
>>> More
-
as seen on Game Development
- Search for 'Game Development'
I'm making a Minecraft clone for the sake of it (with some inspriation from Dwarf Fortress) and had a few questions about the way the world generation is handled.
Things I want it to cover:
Biomes such as hills, mountains, forests, etc.
Caves/caverns/tunnels
Procedural (so it stretches to infinity…
>>> More