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I wrote as script that hijacks the texture import, merges the right layers to sprites, packs those sprites to a spritesheet and recreates the hierarchy from the Photoshop file with Sprite Renderers in a prefab.
The beginnings of a portrait generator. It currently runs on 5 examples (all male and with a similar hierarchy) but it's content agnostic and should support a diverse set of inputs.
My generated levels all keep a virtual voxel space. It is used for light baking, soft normals, various 3D textures, simplified collision, wind simulation etc.
Here is what my wind vectors look like. They can be used by all kinds of systems, including shaders
Spears are so weird to implement. I can see why most games don't use them
Ok, one more visualization. Distances this time. I really should get back to proper work now