Trying to divide up vehicles into parts for in :3c

Luckily I already have most base shape creation in place for the building generator, but I will need to figure out the best way to handle the data for the generation for this. ;w;

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Some upcloses. The best part is that I can regenerate structures on the fly during run-time, at a rate of 60 structures per second right now. ;w;

(But with the job system in Unity I can probably get it up to ten times that or even more.)

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Now cases of stairs are associated per segment of a structure where possible. :3c

Also added a 180-degree flip, and a check if they are going to be outside or inside based on various criteraye.

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one of my favorite procgen weirdos in No Man's Sky so far

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A little clip of the new mudraptor in motion... These are procedural, physics-based animations btw, just like all creature/character animation in

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According to life can be found on average on every 17th planet. You just have to take a closer look

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Please come join us today! Explore 7000 proceduraly genorated levels and enless variaties

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added even more ridiculous shininess to my procgen eyeball shader

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Please come join us today! Explore 7000 proceduraly genorated levels and enless variaties

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Wight got a fancy dash that transitions into slashing with its sword, hopefully will be very nice in game!

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Planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets planets

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We've been working on adding rivers & lakes to the world! We like to design stuff by taking the steps our procgen would, basic tiles, adding borders, then adding details! Now to actually implement it...

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