jargon,
@jargon@mastodon.gamedev.place avatar

My procedural hex terrain system is coming along nicely in Unreal. Still a while to go before I'm back at where I was with Unity but I definitely feel like things are much faster written in C++.

More to come: chunk generation, player character, animation, trees, rocks, harvesting, screaming into the void...

A hexagonal tri-mesh that subdivides and uses Perlin noise to create terrain geometry before a gradient texture is applied based on each vertex height.

andycarolan,
@andycarolan@social.lol avatar

@jargon This is beautiful!

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