//=time() ?>
I regret to inform you that I've relapsed into procedural island generation
With his kind of approach you can align decal features to the terrain. Here, I'm drawing strokes either along or across the slope. This kinda thing would be really hard to achieve with a standard tiling textures approach.
The props now animate when they appear and disappear. This was much trickier than I anticipated.
The animation is done through vertex shader flapping and smooth mesh swapping. The flap time is offset by vertical position, which makes them differ from each other and flap faster when going up. This thread by @matt_nava was very helpful: https://t.co/fbT9Rdx3KR
I only update one or two boids per frame, and then bezier lerp them along. I was afraid this might cause oscillations, but if it does I'm not sure its even bad.
@ShedworksGreg @ShedworksDan A peek at the wires. All features are packed to an atlas. Projections are rotated to minimize bounding boxes. Pixel density varies greatly by need (but distance field shading keeps everything crisp). Unity's sprite mesh generation is hijacked to reduce overdraw of larger features
Some extra royal portraits for Bad North Deluxe Edition. Tag yourself. Or Buy it. https://t.co/2Lz1XFnlpO
Like many of you have suggested, I finally added grass to slopes to make navigability easier to read (especially on overcast levels where the lighting ain't helping much). I'm happy enough with the result to ditch the previous white dotted lines.
https://t.co/ELDOdLDR0w