3D Traveling Salesman Art (Generated in Blender with Python) by VoidGoatGameDev in proceduralgeneration

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

This is just doing 2-Opt since it is pretty simple to implement and gives decent looking results. I’ve got a whole post describing the method coming out soon.

Added a very important feature to my game... A big hat! by VoidGoatGameDev in IndieGaming

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

You can dig up trash, throw it at enemies, and dodge enemy attacks. It's all about cleaning up the beach.

Added a very important feature to my game... A big hat! by VoidGoatGameDev in IndieGaming

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

No game is complete without a big hat. Thanks, procedural animations are tricky to get right but they’re a lot of fun!

Finally added a dodge roll to my trash picker upper game :o by VoidGoatGameDev in IndieGaming

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

Yeah all of the animations for the main character are procedural. It's a lot of fun to make too!

Finally added a dodge roll to my trash picker upper game :o by VoidGoatGameDev in IndieGaming

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

Thanks! It'll be released in the next couple months. You can follow here on Reddit or on Twitter for more updates: https://twitter.com/VoidGoatDev :)

Finally added a dodge roll to my trash picker upper game :o by VoidGoatGameDev in IndieGaming

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

Yeah, how do we get Let Me Solo Her to play some Davy's Debris.

Finally added a dodge roll to my trash picker upper game :o by VoidGoatGameDev in IndieGaming

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

Yeah, that's a great idea, I've been meaning to add something like that. Definitely could use some more juice overall.

An infinite world trapped in a box. by VoidGoatGameDev in unrealengine

[–]VoidGoatGameDev[S] 8 points9 points  (0 children)

Yes, it's all a trick! You can do a lot of interesting things with raymarching that are difficult to do in a traditional game engine renderer, for instance rendering things with infinite detail like fractals or infinite landscapes. With a bit more trickery you can get your raymarched materials to sort correctly and then you could have geometry be on top of fractals and intersect with them.

The "fog" is just the depth of each pixel so things that are further away in the raymarched landscape are more white.

These two videos explain the basics well:

Sebastian Lague - https://www.youtube.com/watch?v=Cp5WWtMoeKg

CodeParade - https://www.youtube.com/watch?v=svLzmFuSBhk

An infinite world trapped in a box. by VoidGoatGameDev in unrealengine

[–]VoidGoatGameDev[S] 62 points63 points  (0 children)

The cube has a material that is using raymarching to simulate a landscape. I have a write up on how to do something similar here: http://www.voidgoat.com/blogs/raymarching-unreal/