Parametrically created car seats are now in. :3 (Still needs a bit of normals/tangents-tweaking, maybe.)

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Here are some comic variations it can do on the front part of the car simply by changing a few parameters. The flexibility is very decent indeed. :3c

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Finally making some decent progress with parametrically generated vehicles. :3c

The chassis is starting to take shape, and it's extremely flexible. This is just a few variations of the "cop car" that I made i earlier.

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When your just continues to surprise you (where did those huge flowers come from? I don't remember putting them in this biome HMMM...)

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Making more progress with the parametric object creator and vehicles! Now the undercarriage is almost 1:1 to the ones I created in I only need to sort out the UV-ratios. :3c

A lot of work has been done for the data management too.

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It is absolutely happening. WIP parametric vehicles for my game. >:'3c

Currently it's just the wheelbase and undercarriage, but it supports a wide variety of wheels and combinations already.

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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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Part of the is to make more trees to place in certain biomes. I want to have at least one kind of plant for every biome. Later, I'll make animals too.

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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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