I got translucency working on the trees ☀️🌳

Hell yeah, let's stroll!

#GameDev #ProcGen

Here's a fly-by with the new trees. The fact that they cast/receive shadows even in the distance makes a huge difference compared to the old Unity billboard ones, which destroyed the sense of depth in the distance.
#ProcGen #GameDev

(Video of old trees here: https://mastodon.gamedev.place/@runevision/112186261304893345)

The tree leaves are now swaying in the wind. The "Grasslands - Stylized Nature" pack the trees are from actually already included a wind effect, but I implemented some simple tweaks to make it more to my liking. What do you think?
#GameDev #IndieGameDev

I found this postcard perfect view while exploring.

Also, the trees are now a bit more scruffy and not so smooth and rounded, which particularly changes how the tree coverage looks in the distance.
#ProcGen #GameDev

I needed to get proportions in my game sorted out, so I spawned these reference humans along the paths. This helped me better be able to tell if they look right compared to the trees and environment, and whether the player camera height also looks right compared to them.
#GameDev #ProcGen
I tried to implement the sound of rustling leaves using the same point cloud sound system that I'm using for the water.
#GameDev
@runevision Ok, you just made me miss gamedev. For the first time in decades.
@runevision NGL you could release this as-is as "Walking In Nature Simluator" and I'd play it
@runevision Its coming along so beautifully. Hope you can add even basic VR cam/input mapping just so I can vibe/explore here.
@jamesoloughlin Thanks, but sorry, I don’t do VR anymore. I’ve developed an aversion to even putting on a VR headset.
@runevision oh wow, that’s unfortunate.
@runevision So basically you define the volume where the sound is via a bunch of points, but keep it to one or two voices?

@benthroop Yeah a single AudioSource for the leaves actually. The water has four, with four different water intensity AudioClips.

The system sets not only volume but also calculates a weighted average direction (avgDir), where the directions being averaged are normalized but the result is not. The weights are the respective volumes, normalized to a sum of one. I use this average direction both to set the sound direction and the spread. The spread is (1 - avgDir.magnitude) * 180.