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Evolve

  • 7 Devlogs
  • 5 Total hours

Pixel art evolution simulator

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40m logged

the biomes are pretty much done, however i still got work to do regarding the biome simulation since what should be the poles is currently not ice biome but tundra in my generator (:

the biomes are pretty much done, however i still got work to do regarding the biome simulation since what should be the poles is currently not ice biome but tundra in my generator (:

Replying to @boredvoid

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62
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26m logged

Applying texture based on biome information (saved in uv’s so that we can still use srp batcher)

Applying texture based on biome information (saved in uv’s so that we can still use srp batcher)

Replying to @boredvoid

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20
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1h 50m logged

have been spending some time on implementing my first attempt on landscape. landed on hex tiles since they are the easiest to simulate since movement in all 6 directions is the same distance and now spent some time visualizing the generated hex map

have been spending some time on implementing my first attempt on landscape. landed on hex tiles since they are the easiest to simulate since movement in all 6 directions is the same distance and now spent some time visualizing the generated hex map

Replying to @boredvoid

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24
Open comments for this post

1h 4m logged

I’ve finally finished the outline shader which is now looking a little bit unorganized but thats ok (: Also got some headache from the transparent rendering pass hogging my rendering textures since i didnt specifically declare which pass wants them which took quite a long while to figure out

I’ve finally finished the outline shader which is now looking a little bit unorganized but thats ok (: Also got some headache from the transparent rendering pass hogging my rendering textures since i didnt specifically declare which pass wants them which took quite a long while to figure out

Replying to @boredvoid

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18
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16m logged

Highlight color is now detected based on sampling surrounding pixels and choosing closest based on death, also experimenting with light on outlines

Highlight color is now detected based on sampling surrounding pixels and choosing closest based on death, also experimenting with light on outlines

Replying to @boredvoid

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13
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16m logged

added a custom cell shader that can also use textures (black and white) to blend between colors and uses either only one color or textures based on shader keywords

added a custom cell shader that can also use textures (black and white) to blend between colors and uses either only one color or textures based on shader keywords

Replying to @boredvoid

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20
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56m logged

I’ve been working on a pixel perfect outline for this nice pixelized look and also shaded it according to surrounding colors instead of just black, it is based on a custom id texture and normals because i believe this is more reliable than just depth data. next up is cell shading

I’ve been working on a pixel perfect outline for this nice pixelized look and also shaded it according to surrounding colors instead of just black, it is based on a custom id texture and normals because i believe this is more reliable than just depth data. next up is cell shading

Replying to @boredvoid

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56

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