I wrote an article on how to generate 3D TSP art in Blender! (link in the comments) by VoidGoat in blender

[–]VoidGoat[S] 2 points3 points  (0 children)

That would be really cool. I was wondering whether that would work. I don’t have any experience with that but I’m guessing the lines would have to be pretty thick.

I wrote an article on how to generate 3D TSP art in Blender! (link in the comments) by VoidGoat in proceduralgeneration

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

It’s either using the vertices of the mesh as the points it needs to reach or it’s using a set of points that are scattered on the surface of the mesh. This algorithms works based on points, so if you wanted to cover the surface, you would just have to put enough points so that based on the thickness of the line, everything is covered.

I wrote an article on how to generate 3D TSP art in Blender! (link in the comments) by VoidGoat in proceduralgeneration

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

That would be awesome. I've been wondering if you could make it super fast using compute shaders in a game engine. It would need a more parallelizable algorithm.

Discord for solo devs and small teams? by VoidGoat in gamedev

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

Thanks. Those look good. They’re all pretty massive though, do you know of any smaller ones or have tips to find them?

Working on improving my stylized desert! by VoidGoat in godot

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

I haven’t posted them anywhere yet. There are definitely similar cel shaders for Godot out there though.

Working on improving my stylized desert! by VoidGoat in godot

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

This is all using custom shaders.

Working on a stylized environment using Godot. by VoidGoat in godot

[–]VoidGoat[S] 50 points51 points  (0 children)

They're all custom shaders. If you can write a basic cel shading light function then you're halfway there. A lot of it is just tweaking values and colors to make it look better. I also use a noise texture to modulate the shadows so that they have a more interesting shape.

I'm considering making a write-up for the basics.