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.