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P0-A3: Part 530: World Builder

by on Mar.10, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

I have done some concept work into dynamic paths and clearings, and dynamic deformation, of the grass and vegetation in the game.

It seems that it should be possible to remove the grass in a particular area, or along a path, with some work. If I can get this working, I should be able to add procedural paths and details to the grass, which would really improve realism, especially for small villages, towns, etc, or connected buildings.

I have also been looking into “Poisson Disc Sampling” for improving the distribution and scattering of trees and other ground cover objects. The next major goal is improving the ground cover, and adding better trees, vegetation, and other decorations.


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