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Emil Forslund

@emifors

Teaching Game Programming @ University of Skövde Previously Software Engineer @ Speedment, Inc

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Emil Forslund Reposted

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The surface of the triangle is mapped into a warped 3D space so that the edges fold onto themselves and form seamless transitions. It works with any 3D texture and ensures that tiles tile seamlessly both with copies of themselves and with their symmetric counterparts.

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Making a 3D texture tileable in a triangular domain was harder than I thought. The pattern tiles both CW and CCW, but only along 2 of 3 edges.


Hey @Coffee_Stain , when do we get a Goat Simulator set in Middle Earth?


I was finally accepted into the beta of #Dalle2 ! I think this can be quite a useful tool for generating concept art in #gamedev.

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Finally something worth showing! Applying the #procgen system written for square grids on the constrained quadrilateral grid. #gamedev


Visual debugging is an incredible tool when trying to understand why something isn't working.


Generating a quadrilateral grid from an arbitrary set of constraints in Unity is hard. So far I have not implemented have any topological optimizations, only smoothing. #gamedev

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If it looks straight, it is straight.


Some progress on my grid-based city generator. All assets used are made by @KenneyNL #gamedev


It is very useful for quickly prototyping an environment. #unity #unity3d #gamedev


Automatic UV-tiling now works with any mesh, not just cubes. Here is an example of a wall segment with some overhang. #unity #unity3d #gamedev


Took a short break from my grids to change something in Unity that's been bothering me for a while: if you scale a cube, the UV coordinates are not inversely scaled.


Each polygon now defines its own point distribution. In the areas where two polygons overlap, the points are sampled from a grid on top of the bounding box of the overlapping region.


Watching these circular quadrilateral grids can be quite mesmerizing.

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Watching this, you might think there is some pseudo-random numbers being generated, but no. These are just floating point numbers causing cascading errors in the triangulation...


Turning triangles into quads by collapsing the shortest edge and then subdividing the result to get rid of any trailing triangles.


Still some bugs when edges in the generated grid are collinear, but it is coming on nicely!


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