[R&D] Randomized flowers with animation made in #godot
- each flower stem is randomized (bend angle, height, number of stems (1, 2 or 3).
- petals being placed dynamically on stem with approximated bounding sphere to prevent clipping.
#gamedev#indiedev#game
@sophsbloom64 Current setup doesn't have sharp bent stems so it's not an issueπ
Generation uses a bezier curve with 0.1 to 0.25 bend distance relative a given stem height.
[R&D] Procedural fence drawing on varying elevation at runtime in #godot
Still a prototype as figuring out if such feature will be useful for a game.
#game#gamedev#indiedev
Procedural fence drawing at runtime in #godot
- Any arbitrary path (open/close).
- Possible to connect (merge)/remove paths.
- Continuous drawing while holding LMB (add/sub).
In addition: texture painting with blending.
Inspired by Tiny Gladeπ
#indiedev#gamedev#game
Proof of concept.
Goal: gridless farming (with a bit of chaos like in real garden) so it doesn't feel like a chess board.
Inspired by @PounceLight π
Tomatoes, sunflowers are generated procedurally at runtime.
#godot#indiedev#gamedev
Creating watertight mesh from garbage (part 2)
Randomly found out better results with VDB -> VDB intersect -> VDB intersect of original VDB that cuts leftovers from first VDB intersect.
Impressed that its looks quite good for being fully auto...
#houdini#gamedev#indiedev
[R&D] Mesh segmentation with Attribute Paint and VEX.
Goal: pure Houdini equivalent to Tencent Hunyuan3D-Part (both segmentation and shape reconstruction) without running any model.
#houdini#gamedev#indiedev
[R&D] Creating watertight mesh from segmentated cutout without running diffusion model.
Result is somewhat close to what Tencent X-Part does though not as polished yet.
Very quick. On video example mesh only had 200k voxels.
#houdini#gamedev#indiedev