My Voxel Game Engine: Infinite marching cubes chunk generation. I built an airplane out of voxels. Then I rode it across my infinite terrain world. I built a hover craft out of voxels and drove it on a track made out of splines.
https://youtu.be/og5d3EN35Dk
https://redd.it/16418lm
@proceduralgeneration
https://youtu.be/og5d3EN35Dk
https://redd.it/16418lm
@proceduralgeneration
YouTube
[Voxel Engine] Voxel Creations from Design to Game. Hover craft. Riding a voxel airplane. Chunks.
I added seats and now you can sit on your voxel airplane and fly it! I added 2 biomes with infinite terrain generation.
New barebones save/load functionality enables players to design and race their voxel creations instantly. This is the coolest feature…
New barebones save/load functionality enables players to design and race their voxel creations instantly. This is the coolest feature…
Procedurally generated world for my Wild West survival game Forty-Niner. Gathering underground resources will be possible because of the marching cubes technique for terrain
https://i.redd.it/ep2e11owy8kb1.png
https://redd.it/160xj0i
@proceduralgeneration
https://i.redd.it/ep2e11owy8kb1.png
https://redd.it/160xj0i
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: Procedurally generated world for my Wild West survival game Forty-Niner. Gathering…
Explore this post and more from the proceduralgeneration community
Procedural Galaxy Render (16:30hr Render) (1440p @ 60fps)
https://youtu.be/OL8_K5sbgd0?si=yqf6MaZv08eNLQ51
https://redd.it/164qgvi
@proceduralgeneration
https://youtu.be/OL8_K5sbgd0?si=yqf6MaZv08eNLQ51
https://redd.it/164qgvi
@proceduralgeneration
YouTube
The Collective (QHD)
1440p @ 60fps (16:30hr Render)
Perlin cube/noise in nature
I’m getting into a new topic about this kind of stuff and wanted to branch out into things of nature with it. I’m familiar with the classic topography use and terrain generation for a 2d perlin noise, but I want to know where it would appear in actuality in its cube form. Maybe even seeing the negative space being purposed over the original would be interesting to learn about. Any help is appreciated.
https://redd.it/16634jp
@proceduralgeneration
I’m getting into a new topic about this kind of stuff and wanted to branch out into things of nature with it. I’m familiar with the classic topography use and terrain generation for a 2d perlin noise, but I want to know where it would appear in actuality in its cube form. Maybe even seeing the negative space being purposed over the original would be interesting to learn about. Any help is appreciated.
https://redd.it/16634jp
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit
Explore this post and more from the proceduralgeneration community
4096x4096 render of a valheim style radial biome world map. 16 Km radius world.
https://redd.it/1669gra
@proceduralgeneration
https://redd.it/1669gra
@proceduralgeneration
Reddit
From the proceduralgeneration community on Reddit: 4096x4096 render of a valheim style radial biome world map. 16 Km radius world.
Explore this post and more from the proceduralgeneration community
How would you approach cutting out a terrain like this? I'm struggling to imagine a system that takes both terrain features and arbitrary lines and combines them for a realistic border.
https://redd.it/167ikii
@proceduralgeneration
https://redd.it/167ikii
@proceduralgeneration
procedural terrain with grass and wind
https://youtu.be/t-cyS5IXdoM?feature=shared
https://redd.it/167kk0f
@proceduralgeneration
https://youtu.be/t-cyS5IXdoM?feature=shared
https://redd.it/167kk0f
@proceduralgeneration
YouTube
OpenGL grass demo 02
Windy hills.
Textures from FreePBR.com
List of features currently implemented into the Antares Engine:
. PBR materials
. HDR
. tone mapping
. normal mapping
. parallax occlusion mapping (with self shadowing)
. shadow mapping
. omnidirectional shadow maps…
Textures from FreePBR.com
List of features currently implemented into the Antares Engine:
. PBR materials
. HDR
. tone mapping
. normal mapping
. parallax occlusion mapping (with self shadowing)
. shadow mapping
. omnidirectional shadow maps…