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
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.
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
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.
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.
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.
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.
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)
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...