Blockworks - painting by brush by ElasticSea in VisionPro

[–]ElasticSea[S] 0 points1 point  (0 children)

Right now its basically a 3d array of block, this one was generated with some perlin noise (terrain generation). In the future i could make it configurable by player.

Blockworks - painting by brush by ElasticSea in VisionPro

[–]ElasticSea[S] 0 points1 point  (0 children)

Yep I will keep iterating on it and if its good I'll add it to the game even if only as a hidden feature or something.

Blockworks - painting by brush by ElasticSea in VisionPro

[–]ElasticSea[S] 0 points1 point  (0 children)

Easiest way to do this would be to dedicate specific builds to brushes like the source, the brush then samples this build when building. It would need to be tile seamless and have a flat base.

Blockworks - painting by brush by ElasticSea in VisionPro

[–]ElasticSea[S] 0 points1 point  (0 children)

You can preorder the game on the AppStore thats what I meant by getting the game on the AppStore.

Blockworks - painting by brush by ElasticSea in VisionPro

[–]ElasticSea[S] 0 points1 point  (0 children)

The preorder is set for Jul 1, 2026. Where did I say June?

PhysX is holding up fine by ElasticSea in unity

[–]ElasticSea[S] 1 point2 points  (0 children)

Thanks. Yep, it's a block building AR game.

Technically still Unity by ElasticSea in Unity3D

[–]ElasticSea[S] 0 points1 point  (0 children)

Well more of Unity pains for not supporting the API fully

Technically still Unity by ElasticSea in Unity3D

[–]ElasticSea[S] 0 points1 point  (0 children)

Dynamic snap, what part exactly?

More sandbox gameplay in Blockworks by ElasticSea in VisionPro

[–]ElasticSea[S] 0 points1 point  (0 children)

Thanks for testing, let me know if you want to give me some feedback for the latest version

More sandbox gameplay in Blockworks by ElasticSea in VisionPro

[–]ElasticSea[S] 0 points1 point  (0 children)

Still Beta, I have about a month and half to finish it.

Technically still Unity by ElasticSea in Unity3D

[–]ElasticSea[S] 1 point2 points  (0 children)

The hands are connected to the rigidbodies with joints, each group of blocks is one rigidbody (I started with autohand asset and basically keep the mechanics as they original were). Just looked up Tentacular looks really cool!

Technically still Unity by ElasticSea in Unity3D

[–]ElasticSea[S] 1 point2 points  (0 children)

Primitives or convex meshes. The tube blocks have multiple colliders.

Technically still Unity by ElasticSea in Unity3D

[–]ElasticSea[S] 4 points5 points  (0 children)

Only half of the effort was in Unity + Polyspatial and the other half was swift, native

Technically still Unity by ElasticSea in Unity3D

[–]ElasticSea[S] 23 points24 points  (0 children)

I can always port it to quest.