Pax Dei
Procedural world generation with Houdini - Foliage & environment asset scattering for different biomes, the placement was done procedurally taking things like tree types and sizes, landscape formation, and other things into account, while still allowing artistic control where needed.
Beyond scattering, I built things like a dynamic bridge placement system and set up foliage colors to react to things like water vicinity and seasons, a custom landscape HLOD system, Houdini utility tools and asset batch processing tools, improved the material pipeline, shader-based deformation for tree roots so they follow the landscape on steep hills, and foliage impostors with better lighting.
I also made a few tools for day-to-day development, including a world coordinate helper for finding things and sharing coordinates in a large world, an asset identification tool for quickly navigating to an asset in the browser, and a debug info viewer that shows details about the current location and can be attached to bug reports.
Procedural world generation with Houdini - Foliage & environment asset scattering for different biomes, the placement was done procedurally taking things like tree types and sizes, landscape formation, and other things into account, while still allowing artistic control where needed.
Beyond scattering, I built things like a dynamic bridge placement system and set up foliage colors to react to things like water vicinity and seasons, a custom landscape HLOD system, Houdini utility tools and asset batch processing tools, improved the material pipeline, shader-based deformation for tree roots so they follow the landscape on steep hills, and foliage impostors with better lighting.
I also made a few tools for day-to-day development, including a world coordinate helper for finding things and sharing coordinates in a large world, an asset identification tool for quickly navigating to an asset in the browser, and a debug info viewer that shows details about the current location and can be attached to bug reports.
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