Lava Planet in Blender

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Having recently purchased the SpaceVFX tutorial series for Blender, I’ve been having a lot of fun working on content for this game project. I may render out maps for real-time display or just use static images for level / world selection.

Changing the color of SpeedTree materials at runtime in Unity3D.

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Need to instantiate and then tint some trees for your scene. Try something like this;

 

 

Game Engine Status Update 2

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Fixed some things, broke some other things. Added a mob with a very simple chase function. More to come.

Some more digging in this video, you can see the marching cubes shapes are a bit jagged and lighting is bare bones / rough. Work in progress. I have some old light spreading / radiosity type code for 3D voxel arrays in minecraft type worlds but its pretty tricky stuff and may take a while to adapt and implement. That along with water.

Chunk Class for Unity Voxel Engine (Example)

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Here’s an example of a Chunk class i use in some variants of the engine. This one is a bit experimental but working OK so far.

chunk

 

Creating a grid mesh programmatically in Unity 3D

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Some old voxel lighting code

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If you look at some of the previous posts you will see this code or a variant of it in use. It may be useful to some. It is very much a hack and i hope to revisit it perhaps in c++ or java.