Devlog - January 16th 2022


Procedural Vegetation

This week’s focus was all on the runtime vegetation for the procedural terrain system. I had a basic system for it working on the first day. Unfortunately the performance was too bad to realistically be usable in the game. I’ve iterated, implemented and tested many approaches and ideas for the majority of the remaining week. On Friday I finally managed to get it working with good performance thanks to the creation of various systems that dynamically manage resource consumption of the vegetation system asset I use for vegetation in the game. 

Notable tasks this week:

  • Implemented runtime procedural vegetation using VSP (Vegetation Studio Pro) asset
  • Implemented various optimization/ managing systems to allow the vegetation to work with procedural terrain
  • Initial research and experimenting with procedural terrain texturing which will be the focus of next week

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That’s all I got this week. I hope you are all doing well. Stay safe out there and I’ll see you next week.

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