@FallAlis

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Rebuilding the real world: The game committed to realistic locations and interactions.

More information:
WebSite: https://fall.is/
Discord: https://discord.com/invite/UPhcFh7JaB
Twitter: https://x.com/Alis1562335

many unique objects is significant project size growth, degraded performance, and increased complexity in controlling and maintaining code and assets.,,
We aim to build a universal and scalable structure based on combining reusable abstractions of materials and meshes.

Mastering Entropy: Embodiments

Objects is a repository of grouped game entities with unique identity, placed in the game world.,,
As in Elements, the structure keeps a clear split into Human Made and Nature, each with its own internal hierarchy and subcategories.,,
An object folder contains static or skeletal meshes and, when necessary, unique materials and textures, blueprints, and other relevant assets required to fully describe the object.,,
The main issue with...

#architecture #object

Layers can drive both the object’s surface character and effects - dirt, dust, scratches, wetness, and more. We aim to create materials using a seamless technique that automatically tiles in world space from any viewpoint.
environment type and vegetation variety: Rock, Sand, Soil, Grass, Bark.,,
This classification reflects the real world, simplifies asset organization, and makes scaling and discoverability easier.,,
We use a multi-layer material structure that lets us combine different properties....

Mastering Entropy: Strata

Elements is the place for seamless, universal materials that are reused many times and applied to any static objects. They do not need the object’s UV unwrap - they use world-space coordinates.,,
Inside, we logically and efficiently divide these materials by origin:,,
Human Made - artificial (made by humans), grouped by type and then by subtype: Bitumen, Cement, Metal, Glass, Clay, Fabric, Paint, Synthetic, Wood, etc.,,
Nature - natural, by...

#architecture #material

repeating patterns (templates, motifs) - for example, tile, brick, fabric, wood - applicable to many materials and meshes, such as for tables, floors, or walls.,,
Assets in these folders are like building blocks for complex structures: they’re modular and each has its own purpose.
Material Layers, and base materials that serve as the foundation for complex materials in Elements (world-space projection, no UVs) and atlas materials in Objects (specific to a particular item). It also includes material functions used for modular development.,,
Texture contains environment cubemaps and sets of...

Mastering Entropy: Frame - Essence - Grain

The Mesh, Material, and Texture folders are base resources. We separate them from Objects and Elements, which contain more complex game entities built on top of these bases.,,
Mesh (Cube, Plane, Pipe) contains only primitive geometries from which different objects can be created - for example, a Cube can become a wooden crate or a dumpster - while unique models are kept in Objects.,,
The Material folder stores universal shaders,...

#architecture

classification simplifies navigation, helps you stay oriented in the project, and accelerates development by making it clear where each entity resides. Thanks to this approach, fewer mistakes occur - duplicates are avoided, and the right assets are used and quickly found.
Each folder has its own level of abstraction, strengthening control over adding, modifying, and using assets. For example, Objects contains unique items (a specific car, a door, a self-contained prop), while the other categories can be applied more broadly to different things.,,
This...