{"id":9521,"date":"2023-01-22T09:35:34","date_gmt":"2023-01-22T09:35:34","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=9521"},"modified":"2023-01-22T09:35:34","modified_gmt":"2023-01-22T09:35:34","slug":"p0-b4-part-1183-debugging-improvements","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p0-b4-part-1183-debugging-improvements\/","title":{"rendered":"P0-B4: Part 1183: Debugging, Improvements"},"content":{"rendered":"\n<p>I have begun experimenting with a Wavefunction collapse asset called &#8220;<a href=\"https:\/\/assetstore.unity.com\/packages\/tools\/level-design\/tessera-pro-161077\">Tessera<\/a>&#8221; in unity. I am hoping to use this to create more randomised &#8220;points of interest&#8221; for my project.<\/p>\n\n\n\n<p>I will still create static artwork for the world, but randomised artwork would be far more preferable. Eventually, I may even look into procedural mesh generation.<\/p>\n\n\n\n<p>I have tested the Tessera asset and it seems to work very well, the next step is to create sample artwork for it and integrate it into my project.<\/p>\n\n\n\n<p>I am hoping that I can use this to create procedural roads, etc as well, although these roads will only work at short distances. For longer distances (say between two cities, etc) I will need an alternate solution.<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I have begun experimenting with a Wavefunction collapse asset called &#8220;Tessera&#8221; in unity. I am hoping to use this to create more randomised &#8220;points of interest&#8221; for my project. I will still create static artwork for the world, but randomised artwork would be far more preferable. Eventually, I may even look into procedural mesh generation. [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,17,31,10,11],"tags":[],"class_list":["post-9521","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-p-0","category-p0_b4","category-software-and-games","category-spiritus-astrum","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/9521"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=9521"}],"version-history":[{"count":1,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/9521\/revisions"}],"predecessor-version":[{"id":9522,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/9521\/revisions\/9522"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=9521"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=9521"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=9521"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}