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14
8 hours ago

fluid dynamics / viscosity now, did a test to make sure fluid levels were actually preserved during movement

ignore the funky player movement, it really needs to be fixed




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Normal trees now favor areas with higher regional elevation (why a lot are clumped) and biomes are generated smoother; switched to Alltrue's tile engine, much better performance

experimental tile terrain generator

currently only the height and the temperature affect the region

there is a world border for when the tile index < 1 and idk how to fix it yet so I can make the terrain endless

uses basic perlin noise, based on seed

BETTER TERRAIN

The Scratch Team has just recently updated their Terms of Service yesterday, letting you know they now have full permission to use your content to train AI models.

few sample Seed values. terrain is entirely based upon seed value. biomes are created based upon humidity, temperature, and elevation, all of which are generated by noise

Ricky Rabbit's Seasonal Flavoritiez! Season 3 Episode 13 (Wet Dry roundabout)

Branched off to a side-scrolling version of the tile engine. Lighting now uses set transmission levels per tile, with heavier materials dampening the light and less heavy materials such as dirt allowing more light to phase through

water physics; rudimentary. quite similiar to my light flow except the water prioritizes vertical motion over horizontal, and the law of the conservation of energy was especially applicable. not pretty right now, hopefully i will clean it up xD

Testing out a new move! This move is for all characters

lava pool