trying out two different lighting algorithms which allow for arbitrary lighting angles (the old wall lighting was slope based rather than a dot product).
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in case it's any help: it's worley noise w/ a pixel space postprocess for creating cracks. each cell has a random height in a range, and a tiny bit of noise on top.
if i were doing a higher res variant i'd use distance from cell edge to make slopes and/or curve out cell interiors.
Apologies if this is an odd question, but I’ve seen you post many of these kinds of ‘tools’ that you’ve made and they seem really cool. Have you made any games with them? If so I’d like to check them out!
yeah i have most (but not all) of my stuff up on itch!
also in case non-game things interest you, i'm currently doing a pretty long term project, and i'm releasing various bits and pieces along the way (a terrain generator, etc.)
For some reason I thought you didn’t have an itch page, don’t know why I thought that! 😅. I’ll bookmark the page. And yeah all that stuff sounds interesting too!
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if i were doing a higher res variant i'd use distance from cell edge to make slopes and/or curve out cell interiors.
also in case non-game things interest you, i'm currently doing a pretty long term project, and i'm releasing various bits and pieces along the way (a terrain generator, etc.)