I finally have a particle system that can be hot-reloaded. Much easier to iterate and test now.
Anyway, here are some flammen being werferred.
I'm surprised at the result, the base sprite is literally a few white circles slapped together.
#gamedev
Posts by A Worldsmith
It's slightly more expensive but that's not where the algorithm is spending its time anyway.
Essentially in the original version the boundary nodes are dense enough to "protect" the edges from node generation.
Directly computing the distance to the edges should be less parameter dependent.
I remember having issues with this, which fixed itself when subdividing the edges. I'm guessing it has to do with the minimum node distance ratio to the edge subdivision distance.
Or you could add a step calculating the distance to every edge of the boundary, that should fix it in all cases.
Oh hey you can add videos now.
Here, have a moving floor using the Floret Pentagonal Tiling.
I find it slightly mesmerizing.
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A 3D rendering of a 4-way crossroad using smooth bezier curves to generate the meshes.
Got the street segments and sidewalks to generate meshes using Bezier curves. The road now looks much smoother when elevation changes. Like you could actually drive on it.
#procgen #gamedev
Procedural city generation, once again!
It's about assigning zone types to every block in our newly generated city road network.
#gamedev #procgen
zero.re/worldsmith/b...