Oskar Stålbergさんのプロフィール画像

Oskar Stålbergさんのイラストまとめ


Gamedev. Made @BadNorthGame and Townscaper. Both available on most platforms. Go buy em!
oskarstalberg.com

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Ok, I stumbled on a pretty cool art style now. Here, I'm creating pixel thin lines from contrasts in my procedural normal map. I should probably move to a bespoke contrast texture (to get more deliberate control over the lines). But I gotta say this looks pretty promising.

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Yet another light baker. Actually does some ray marching, but still pretty ad hoc.

The textures are:
1. Normals (procedurally painted in big chunky strokes)
2. 3D Signed Distance Field
3. 3D Ambient Occlusion in positive and negative X,Y and Z

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So, this is not the style I'm going for with this, but I though it was interesting. Now properly UV mapped, I can procedurally paint my procedural islands in world space. Here, I'm just painting the normals back on in blotches, transforming a low poly look to a sculpted clay look

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I started off with a more hex-ish and less square-ish approach. But it got a bit messy. Squares actually create nice flowing lines that make the grid more readable and distances more countable. So now I'm trying to keep the open areas quite square

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Some rocky islands. Trying to make the grid natural and readable, yet funky. Square, yet hex.

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Getting good results now. Each triangle checks if it wants to switch allegiance to a neighbor. Cost function is a weighted sum of border length, area of tile, convexity, and distance from tile center. It also likes to have tile corners at landscape corners.

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Ok, I think I'm onto something now. I'm evaluating each possible triangle flip to see if it lowers cost. Cost is a weighted sum of border length, distance to center, and total tile area. Plus I have a very local line of sight-ish check.

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I've got a tricky but interesting problem. My navigable area is divided into tiles. The origin vertices are given, but I need to figure out the borders. They should be roughly evenly sized and roughly convex. As you can see, many areas work just fine, but many are quite awkward

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Imma talk about my new island generator at Sweden Game Conference () on Friday (no idea if its gonna be recorded). Naturally, I'm preparing by implementing some nice timing and visualization.

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I'm able to do a couple of things here I've always wanted to, but never been able to before:

- Properly combine seamless soft slopes with distinct sharp cliffs.
- Erosion valid terrain with no local minimums.
- Get the best of both square tiles and triangular tiles

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