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1,253
3 years ago

PERLIN NOISE TERRAIN!!

@skyistumbling is helping me with Isolation now. So far it's got procedural terrain with noise, and massive amounts of grass grown over the ground. I cannot give enough thanks to him for his help! Everyone go follow him :D




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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

adding grass outline wrApping. was a lot more difficult than expected

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

Play @pm-studios ' Bandit Trap Open Beta!

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original vs AI

there are levels to graphic design

This week's Fan Art Friday celebrates Bandit Trap! Accept the quest in your quest log to get started.

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added lighting. ripple effect is due to how the lighting works - tiles check adjacent tiles light level, and if its greater, they increase their light level by a set fraction of said tile.

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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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