In the previous post, I implemented a pretty daytime sky. But as soon as the sun sets and any remaining glow disappears, it’s pitch black. Of course, our procedurally generated world deserves to have procedurally generated stars in it!
Around The World will be played from a third-person chase camera, so most of the time, about half the screen will be filled with sky. How do we make that sky look good?
I previously blogged about how I’m modelling and rendering water waves in the game, but that was in the previous incarnation on a sphere. I’ve finally ported that over to the current version, and made some considerable improvements along the way. People told me it looks good, and I tend to agree. Let’s dive in!
Exactly one year ago this Valentine’s Day, I started development on Around The World. Let’s look back on the past, but more importantly, look forward at what’s still ahead.
In the previous post, I determined what kind of vegetation should grow where in my procedurally generated world. Now it’s time to actually plant those plants!
I should be working on gameplay, but I got tired of looking at drab grey terrain, so I decided to beautify it first by adding some vegetation. In a way, this is in line with my plan to add a solid technical foundation for the game before stacking too much gameplay on top, because I’m not sure that the hardware will be able to render all those trees in a huge open world.
In the previous post, I promised to start placing some ports in our procedurally generated world. That turned out to be a bit more work than I expected.
As I mentioned last time, I’m currently working on a full rewrite of the game, with a focus on building a solid technical foundation first. But because much of that is boring work, I allowed myself a fun side quest: hydraulic erosion.