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4 years ago

skins.




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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

a week ago my fps at this scale would be sub 30

small changes add up

experimenting with colored RGB lighting. Light no longer flows as a singular value down the gradient but as a collection of red, green, and blue values, which can easily be modified for different colors to drop off first or be more prominent

New Inverted head perspectives

credit for @CrystalC_ for giving me 3D renders to make these

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

Ricky Remodel thingymajiggy

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

original vs AI

there are levels to graphic design

troubleshooting

few tweaks