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Procedural Geometry Making (pt 3 of 3)

Today I finished the engine's procedural model maker and, my friend, this is huge. I wish I the had time to do some procedural art to demonstrate the sheer size of this feature (this will come once I switch to developing the game rather than the engine).

For now I can only show you the basics, this is a semi-torus, or half of a donut:


And this is a box with very soft edges:


And lastly, this are some stairs generated from a extrusion operation from a 2D stair:

Remember these are all generated with math.

Now with the engine latest functionalities, I do all sorts of combinations, like unifying all of these 3 into a single object:


How about combine the donut with the stairs but remove the box from it after:

What about unifying the box and the stairs and removing the donut instead:

Too rough? How if I "smoothly" subtract the donut:


I can also change how I generate a 3D surface, remember the stairs were generated via extrusion, this is how it looks if instead I generated it by a 3D revolution along the Y-axis:


And finally I can also apply some distortion to any 3D shape. This is me twisting the soft box a bit before unifying it with the stairs and removing that donut from the center of it, leaving a hole:


I plan to support this feature in the game itself for settlement and building creation.

This was a big one, we are getting close to a year of active non-stop development of this project, next update we will be celebrating it :)

The game is 19.4% complete and 64.0% ready for editor alpha release.

Is this like minecraft but smooth?

Yes there will be something like "settlement editing", and the way you create it is still open, but nothing is off the table, so yes it may be like minecraft but smooth.