I've developed an ingenious LOD solution taken from my partial destruction system. This LOD system always have a complete render of the whole planet at all times, albeit at a varying resolution depending on the distance from the player
Because the player never sees these transitions up close, there is no need to stitch the cutout edges. Instead, seams are elegantly hidden by expanding the inner cut-out and constricting the whole on the outer one.
Implemented a partial destruction system in #bevy. When you shoot a projectile into a wall, it creates a hole in the point of impact. This can be use for creating a game for urban warfare where soldiers can partially destroy a wall to make a hole for their sniper rifle.
Game progress report:
- motorcycle driving now seems to be fun
- procedurally generated planet
_ LOD management on specified city target is working fine.
#indiegames #bevy
I'm working on a breakage system for #bevy which you can dynamically break objects into small pieces indefinitely while preserving conservation of mass/volume.
#nanite or #meshlet might not be enough for my usecase, so I created my own dynamic fractal LOD in #bevyengine #gamedev
From the undercab of a truck zooming out into low earth orbit. Made with @BevyEngine #gamedev #indiegamedev
This game is quite simple, the player is assigned to do a mining excavation on a certain area of a map. But first, let me build the entire solar system real quick.
#gamedev #indiegame #ScreenshotSunday
Draw distance!? What the hell is a draw distance?
#gamedev #indiegame
Added a nice suspension on the truck and a sweet headlight to go with it. Made with @BevyEngine #gamedev #indiedev #screenshotsaturday
We are moving at an unprecedented speed.
Now mining: Luna
We seek out to aspire young minds to be someday a space cowboy making settlements in sea of Tranquility. We choose to do this things not because it is easy, but because we are stupid to think enough it is easy.
#gamedev

