As GDC 2026 approaches, developers are reflecting on the innovative techniques shared at GDC 2025, particularly in procedural generation for fur and feathers. This topic is crucial for artists and...
Introduction Procedural content generation allows game developers to create diverse, replayable environments without manually designing each level. In this tutorial, we’ll cover a step-by-step method...
This is a continuation of a devlog series for a prototype. For those who prefer video devlogs, here’s the Youtube version for you (long form) . The below entry is …
If you search for SoulerCoaster, you will find a multitude of names for it. It is also named Curvemesh, Splinemesh, or Swoosh. They describe a technique to visualize magic or …
Additional experiments with volumetric clouds, solved some glitches and managed to mix the clouds with the scene, using the depth of the scene to avoid to show clouds occluded by …
A small walk inside my procedurally generated terrain. Rendered in OpenGL. The terrain was created using multiple layers of perlin noise and applying hydraulic erosion on it. Grass and flowers …
Note: This article was originally published on LinkedIn. If you enjoy my article, please click through and consider sharing on social media and connecting with me! Last year, I was …
The player stumbles across a vein of coal… Introduction Welcome back! In the month and half since our last post, the world has changed quite a bit. While I don't …
Flint Pickaxe embedded into Stone Introduction Hey everyone! It's been quite some time. Let me be the first to say, I do not like waiting this long for blog posts. …
Venatus Games·
UnityPCVRMacBlock-Based
Advertisement
Beta Feedback
GameDev.net uses cookies to ensure you have the best experience on our platform.
Learn more