Creating infinite horrors using math | devlog

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  • Опубликовано: 27 сен 2024
  • I’m building a 3D pixel art RPG and any good RPG needs an interesting set of monsters. Join me as I explore how to use procedural generation to create any number of unique monsters.
    If you have any thoughts or questions please leave a comment down below, and don’t forget to subscribe!

Комментарии • 9

  • @TechronomiconDev
    @TechronomiconDev  22 дня назад +3

    Thanks for watching! If you have any thoughts or questions leave a comment

  • @aidengraham7095
    @aidengraham7095 14 дней назад

    I wonder if this could be translated to a 3D environment? Also could you be specific about what inverse kinematic systems you used, if you used preexisting ones?

  • @agdneto3760
    @agdneto3760 14 дней назад

    You know that you could create a full game using this system, right? Use that If you ever need to raise quick cash to support your game development journey. Very impressive system.

  • @cvabds
    @cvabds 19 дней назад

    Bet you cant add taming, and monstro breeding

  • @happerozzi8905
    @happerozzi8905 22 дня назад

    math

  • @pkurras
    @pkurras 21 день назад

    Great video, did you merge the tubes and optimize the whole mesh or are the tubes overlapping and the shader hides the intersections so it looks continuous?

    • @TechronomiconDev
      @TechronomiconDev  19 дней назад +1

      Thanks! I've just done the second one for now

  • @jmcharter
    @jmcharter 22 дня назад

    Fascinating. Would you consider doing a video showing the more technical side of creating this, or alternatively do you have a recommended resource?

    • @TechronomiconDev
      @TechronomiconDev  21 день назад +1

      There are a lot of resources on inverse kinematics available, which is the heart of the animation. I can't really point to anything for the creature generation because I made it up, but it's mostly just generating tube meshes and skeletons according to rules that approximate how creatures are really shaped. I'll put it on the to-do list to do a more detailed break down of that part at some point