Subitizing the entire number line, daily. goathouse774 on Dreams.

Joined August 2011
312 Photos and videos
Dare I say, the roads, they are smooth now. #MadeInDreams #Dreams
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Quasi-proc gen road embeds itself into the terrain. Easy open world road networks might be possible. Bit of a rough ride, yet, but it should be able to get smoother. #MadeInDreams #Dreams
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Fall damage is not a thing.
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Have I mentioned Dreams is a lot of fun? #madeindreams
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Recent single-sculpt personal highlights, using the mesh.
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Here's a little demonstration of how nice it is when your custom primitives can deform relative to each other. You can quickly create interlocking pieces that fit together seamlessly.
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More mesh-y wire testing. This set of techniques opens up whole fresh avenues of expertise. Today was "wire day".
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Heavy wire twisting through wreckage #madeindreams
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Using the mesh to crinkle up metal is great for simple, efficient structural damage. (Ignore the thermo readings. This building is less than 2% graphics and a tiny fraction of 1% gameplay.) #madeindreams
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This is so. damn. cool. You have to "do" something for these canopies to appear, but they're effectively proc gen. Incredibly thermo cheap. I love these.
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Oh no. I didn't mean to but, I found another exploit. This is a 3% graphics forest whose canopy was auto-spawned along the path of the branches. Ugh. It's just so cracked what you can do with this software.
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And because I can never resist showing a bit of optimization, here's 150,000 mesh-sculpt trees.
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The last few days have seen hefty refinements. I really do love this technique.
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In the interest of finding uses for these mesh-sculpts outside of the low-poly look, here's what lowering detail can do for foliage. I've got some other ideas, too, but this was cool enough to share.
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Hey Dreamers, Since Dreams started I've always had controls set to the heart of the optimization sun. I'm satisfied that I've gone as far as I can go with recent progress and would love to produce some low-poly assets for a game. I've got one more project left in me.
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Just for fun, I reduced the thermo on the trees to 1% and made a forest. Here's the puppet in a forest of 1% graphics, single-sculpt trees. You can see the thermo in the final shot. 1% graphics, 1% gameplay (without puppet)
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Single-sculpt tree. The method is basically complete. A good artist could make astonishing things with this tech.
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Single-sculpt cabin. Made entirely from clones of one board-shaped smear. The board smear was created by squashing a mesh of aligned pyramids.
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Bad art alert! Just playing around with stretching an asset to give it a cartoonish wobble look. I'm still not even acclimated to a reality where you can even consider doing this...
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When your entire sculpt is mesh-like, you can stretch curvature into it. The flowing quality to the trunk and canopy is 100% stretched in.
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