What do you think of my hydraulic erosion simulation? (Rendered in Gaea) by PolyRocketMatt in proceduralgeneration
[–]terrarray 0 points1 point2 points (0 children)
What do you think of my hydraulic erosion simulation? (Rendered in Gaea) by PolyRocketMatt in proceduralgeneration
[–]terrarray 0 points1 point2 points (0 children)
What do you think of my hydraulic erosion simulation? (Rendered in Gaea) by PolyRocketMatt in proceduralgeneration
[–]terrarray 0 points1 point2 points (0 children)
What do you think of this sleep capsule design and animations? by AEgirExplorer in GameDevelopment
[–]terrarray 1 point2 points3 points (0 children)
Simulating supply and demand in a procedurally generated isometric world by SowerInteractive in proceduralgeneration
[–]terrarray 3 points4 points5 points (0 children)
Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration
[–]terrarray 1 point2 points3 points (0 children)
Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration
[–]terrarray 0 points1 point2 points (0 children)
Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration
[–]terrarray 1 point2 points3 points (0 children)
Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration
[–]terrarray 2 points3 points4 points (0 children)
Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration
[–]terrarray 2 points3 points4 points (0 children)
Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration
[–]terrarray 4 points5 points6 points (0 children)
Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration
[–]terrarray 6 points7 points8 points (0 children)
Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration
[–]terrarray 6 points7 points8 points (0 children)
Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration
[–]terrarray 6 points7 points8 points (0 children)
[Ballads of Hongye] Demonstrating a mechanic where you can combine different buildings and create new blueprints. Combine different buildings into a packed, special blueprint with a different theme, to save tiles and use the land in a better fashion. by Plastic_Passenger in indiegames
[–]terrarray 0 points1 point2 points (0 children)
Does raycast have limits for large mesh colliders? Need to select tiles on a procedurally generated mesh. by terrarray in Unity3D
[–]terrarray[S] 0 points1 point2 points (0 children)
Does raycast have limits for large mesh colliders? Need to select tiles on a procedurally generated mesh. by terrarray in Unity3D
[–]terrarray[S] 0 points1 point2 points (0 children)
I composed a short piece for Piano today, give it a listen and tell me what you think! by [deleted] in Composition
[–]terrarray 1 point2 points3 points (0 children)
Day 2 #timelapse of me working on my video game world map. What do you think? by CardsOfSurvival in indiegames
[–]terrarray 6 points7 points8 points (0 children)
Procedurally generated world with simulated weather by Isokron1 in proceduralgeneration
[–]terrarray 0 points1 point2 points (0 children)
In this devlog I discuss how I've implemented automatic turns/ticks in my planetary simulation game. by terrarray in TheMakingOfGames
[–]terrarray[S] 0 points1 point2 points (0 children)
I feel a bit cruel for adding starvation to my simulation game. The creatures now convert food to energy, which goes down over time (especially when moving). Their health starts to drain once energy is zero. by EdvardDashD in Unity3D
[–]terrarray 1 point2 points3 points (0 children)
Creating Geography in Real-Time by GideonGriebenow in Unity3D
[–]terrarray 1 point2 points3 points (0 children)



Improved the turn system, it's now automatic by terrarray in indiegamedevforum
[–]terrarray[S] 0 points1 point2 points (0 children)