Website & blog | https://runevision.com |
YouTube | https://www.youtube.com/c/runevision |
Bluesky | https://bsky.app/profile/runevision.bsky.social |
Website & blog | https://runevision.com |
YouTube | https://www.youtube.com/c/runevision |
Bluesky | https://bsky.app/profile/runevision.bsky.social |
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)
Notes on atmospheric perspective and distant mountains
https://blog.runevision.com/2025/06/notes-on-atmospheric-perspective-and.html
On my recent vacation in Japan, I had ample opportunities to study views with distant mountains. And something about the shades at different distances clicked for me that’s now obvious in retrospect.
New blog post with photos from an inspiring trip in Japan
https://blog.runevision.com/2025/06/photos-from-inspiring-trip-in-japan.html
I like to make games that take place at least partially in beautiful nature, give a sense of mystery and wonder that invites exploration, and that have environments that incorporate strong verticality. And in all of these respects, Japan delivers in spades.