jonikorpi,
@jonikorpi@mastodon.gamedev.place avatar

Made the world generation produce more smooth valleys and flatlands. I thought the flatness would be boring, but the contrast with rarer landforms actually makes everything more interesting.

A reddish plateau in a stylized game world. The plateau overlooks foggier lowlands. A road leads down from the plateau, into a town, and splits in two roads towards the horizon. Patches of forest, more in the lowlands.

somepx,
@somepx@mastodon.gamedev.place avatar

@jonikorpi absolutely gorgeous!!

kaynSD,
@kaynSD@peoplemaking.games avatar

@jonikorpi oh this looks real pretty! o_o

jonikorpi,
@jonikorpi@mastodon.gamedev.place avatar

@kaynSD Thanks! ^_^ Still working hard on it!

villetakanen,
@villetakanen@mementomori.social avatar

@jonikorpi this is with webgl? I seriously need to check the tech.

jonikorpi,
@jonikorpi@mastodon.gamedev.place avatar

@villetakanen Yup, all more or less hand-written WebGL 2!

I would recommend skipping WebGL and going straight to WebGPU though. It's faster, can do more, has a nicer API, and should be in all major browsers soon enough.

jonikorpi,
@jonikorpi@mastodon.gamedev.place avatar
curiousdynamics,
@curiousdynamics@mastodon.gamedev.place avatar

@jonikorpi these look great! what's the approach to get this sort of shading & outlines? I don't know anything about WebGL but am trying to achieve something similar in Unity

jonikorpi,
@jonikorpi@mastodon.gamedev.place avatar

@curiousdynamics It’s very much the kind of thing where I have to tweak magic numbers until it all looks ok from exactly one camera angle. Smoke and mirrors.

jonikorpi,
@jonikorpi@mastodon.gamedev.place avatar

@curiousdynamics Thanks! I’m just guesstimating it all in a buggy single-pass fragment shader:

  • sample some sort of a noise texture
  • draw lines on it, with an approach like this: https://madebyevan.com/shaders/grid/
  • only draw the lines if they point away-ish from the camera, using something like dot(vec2(dFdx(noise), dFdy(noise)), vec2(0.0, 1.0))
  • similar steps for outlines, but using more terrain data and less noise
  • complex outlines like woods silhouettes are much trickier, but can work the same way
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