Sam Debenham

@Sam_Makes_Games

Developing a fantasy themed factory/automation game with a procedurally generated infinite world. In the early prototype stage.

New Zealand
Vrijeme pridruživanja: srpanj 2018.

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  1. Prikvačeni tweet
    17. pro 2019.

    As a true test of performance I decided to see how fast I could run while constantly generating terrain around myself. I got to just over !! 10,000 km/h !! before any frame drops. I don't think this will be causing any FPS issues in the final game 😁

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  2. proslijedio/la je Tweet
    25. sij

    The procedural terrain generator is leading to some really interesting scenery. Add to it a unique flora system along with different weather conditions - and results are pretty fascinating *laughs in medieval English*

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  3. proslijedio/la je Tweet
    25. sij
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  4. proslijedio/la je Tweet
    18. sij

    Had a fun idea to test performance with ~30K items! Phone didn't blow up but fps isn't great 😂. All can be improved, probably with LOD and culling.

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  5. proslijedio/la je Tweet
    9. lis 2019.

    Procedural ivy generator Currently working on this with Engine and ! It takes a selection of meshes from the world, bakes them to a paintable mesh, and generates ivy based on the vertex painted areas.

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  6. 8. sij

    Happy 2020 everyone... I've been wondering what all you game devs use as your preferred engine? Retweet for visibility?

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  7. 4. sij

    Imagine a full puzzle game like this, where you figure out mind bending things like photographing unreachable objects and turning the photo around and having them drop down straight onto you... .. or, uhh...

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  8. 2. sij
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  9. 28. pro 2019.

    For reference - the current bright, saturated style.

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  10. 28. pro 2019.

    I'm supposed to be in holiday mode for a couple of weeks, but thought maybe I could squeeze in a bit of work... Just experimenting with a darker, less saturated style, not sure what I think of it yet... 🤔🤔🤔

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  11. proslijedio/la je Tweet
    7. pro 2019.
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  12. 22. pro 2019.

    A thank you, and an update.

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  13. 21. pro 2019.

    Very cool Luca, especially those volumetric clouds.

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  14. 20. pro 2019.

    Its not efficient yet, but it does work - I still need to implement some "compression" for it. For example, say the player fills a whole 16x16 tile with stone, the system will just save: tile(x.y) = (all stone, dont bother saving and iterating over each individual block)

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  15. 20. pro 2019.

    Please excuse my terrible handwriting here😁. The delete/regenerate system is in place to keep performance high on large maps, but up until today, it didn't save and regenerate any modified blocks. So I've just implemented a way to do that.

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  16. 19. pro 2019.

    Broke some code but it made an accidental water world😁

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  17. 17. pro 2019.
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  18. 16. pro 2019.

    Well this is a very easy decision😆 Smooth it is. Thank you guys for the feedback on it.

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  19. 15. pro 2019.

    Which one is more visually appealing?

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  20. 15. pro 2019.

    Here's what it looked like yesterday.

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