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 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

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.
I've long needed to scrap Unity's built-in tree imposters which don't support shadows and use octahedral impostors plus GPU instancing instead. The tree models I used don't work with that (and look too small anyway), so had to find new tree models too. Finally found a combo that might work? #gamedev
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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

The trees are larger in this video compared to previous ones. And usual for first person games, the camera height that looks best to me is at clavicle height.

I think I got things looking fairly natural now? Only issue is, what I arrived at works out to 1 meter being 0.85 units. 😫 That's a pain to work with, but it would also be a pain to scale everything up by 18%.

@runevision looks great, nice work.
@runevision Weird nitpick: wind noise generator sounds too low pitch and might also need more dynamics over time? Probably not what you're concerned about right now. :) Been loving your nature procgen progress videos!
@pervognsen Right! I haven’t paid attention to the ambient sounds for a long time. I’m not even aiming for wind, but a sound of “nothing” in nature is elusive for me. I think I need a combo of BG subtle brown noise and a tree rustling sound which dynamically adapts to the tree density and directions around the player.
@runevision this does look lovely, yes!