Rune Skovbo Johansen

@runevision@mastodon.gamedev.place
2K Followers
112 Following
3K Posts
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest.
Website & bloghttps://runevision.com
YouTubehttps://www.youtube.com/c/runevision
Blueskyhttps://bsky.app/profile/runevision.bsky.social

I learned of a cool erosion noise function from 2023 (link in reply) and wondered how it would feel in my game. First impressions:

1) It's fast for erosion, but quite slow for a noise function.
2) It looks nice from afar but doesn't make environments more satisfying to explore.

But I've only scratched the surface of how it could be tweaked.
#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
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
Anyone who's used movie sequencing software, or a performance profiler, should have an idea of what a 1D timeline with lots of events (from very short to very long) can look like. I want to see my calendar like this, and effortlessly zoom out to my entire life and in to individual days. Hnnng calendar apps, just. let. me. zoom. out!
I might be wrong. Anyway, turns out the color dilation Unity applies does not go all the way, leaving some transparent pixels still black, which is absolutely terrible for the smallest mip levels. I could swear the dilation used to cover all pixels, but might misremember that one too.
Didn't Unity use to let you inspect what color is stored in transparent pixels? Not in the RGB view, but in the individual R, G and B channel views? Now there's NO way to tell, short of slapping the texture on a material with a non-transparent shader and look at that. And no, I can't disable "alpha is transparency" because the color dilation that this feature enables is exactly what I want to inspect.

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

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

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)

I got translucency working on the trees ☀️🌳

Hell yeah, let's stroll!

#GameDev #ProcGen

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When I first used the new tree models, nothing felt satisfying to me anymore. It took me long to tweak misc aspects of the trees to isolate what it was I liked better about the old trees, to be able to replicate the same feeling with the new models. Here's how they first looked vs how they look now.
The most notable changes were:
- Remove the blue sheen Unity insists on adding even when smoothness is set to zero.
- Increase the alpha cutoff value > made models and shadows more fluffy and made impostors less like undefined blobs.
- Custom lighting function that's brighter in shadow.
@runevision How did you go about removing the blue tint? I recall it having something to do with sky lighting or something, but I've since long forgotten.
@HugoCortell With Unity's Standard shaders you can switch to the Standard (Specular) shader and set the specular color to black. For custom shaders there's a variety of ways to do it which depends on the details of the shader. I don't have experience with URP or HDRP.