Learn about the relationship and voting systems that bring Bow To Blood’s fantasy reality show elements to life. Balance short term gains with long term consequence, as you struggle to avoid getting voted off the season. Thinking about the challengers’ allegiances, place in the standings, and planning on when toRead More →

https://www.playstation.com/en-us/games/monster-hunter-world-ps4/ Monster Hunter: World expands with new quest type, welcomes new Elder Dragon: Kulve Taroth. Assemble in the Gathering Hub to take on the Kulve Taroth Siege and earn mysterious, but powerful Siege rewards! http://www.monsterhunterworld.com/ ©CAPCOM CO., LTD. ALL RIGHTS RESERVED.Read More →

Welcome to this series on procedural landmass generation. In this episode we use ScriptableObjects to store data about the terrain. The full source code for this episode can be found here: https://github.com/SebLague/Procedural-Landmass-Generation If you’d like to support these videos, you can do so with a recurring pledge on Patreon, orRead More →

Welcome to this series on procedural landmass generation. In this episode we add an optional ‘flatshaded’ rendering style. The full source code for this episode can be found here: https://github.com/SebLague/Procedural-Landmass-Generation If you’d like to support these videos, I have a Patreon page over here: https://www.patreon.com/SebastianLagueRead More →

Welcome to this series on procedural landmass generation. In this episode we add mesh colliders to the terrain and get a character walking across it. The full source code for this episode can be found here: https://github.com/SebLague/Procedural-Landmass-Generation If you’d like to support these videos, I have a Patreon page overRead More →

Welcome to this series on procedural landmass generation. In this episode we go on a long journey to fix a tiny problem with the mesh normals. The full source code for this episode can be found here: https://github.com/SebLague/Procedural-Landmass-Generation If you’d like to support these videos, I have a Patreon pageRead More →

Welcome to this series on procedural landmass generation. In this episode we create a falloff map so that, should we wish, we can force landmasses to be surrounded by water. The full source code for this episode can be found here: https://github.com/SebLague/Procedural-Landmass-Generation If you’d like to support these videos, IRead More →

Welcome to this series on procedural landmass generation. In this episode we fix the seams between mesh chunks. The full source code for this episode can be found here: https://github.com/SebLague/Procedural-Landmass-Generation If you’d like to support these videos, I have a Patreon page over here: https://www.patreon.com/SebastianLagueRead More →

Welcome to this series on procedural landmass generation. In this episode we dynamically switch LOD meshes based on their distance from the viewer. The full source code for this episode can be found here: https://github.com/SebLague/Procedural-Landmass-Generation If you’d like to support these videos, I have a Patreon page over here: https://www.patreon.com/SebastianLagueRead More →

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