Procedural ant nest chamber generation for #Antkeeper. Hexagonal tiles are rendered as a metaballs. Chamber geometry based on the work of myrmecologist Dr. Walter R. Tschinkel. #gamedev#indiedev
I've probably implemented parallel-split shadow mapping at least four separate times now. Every time it's a massive hassle because it's so difficult to debug. Really satisfying when it finally works though. #gamedev