I have removed all the SpeedTrees. These are one of the leaders in providing middleware vegetation for both cinema and video games. I had many of them...
This is a demonstration that is showing and explaining how the WOK island procedural foliage and grass is generated. Millions of trees, bush and grass...
I have added foliage, procedural on all the 4km2 island. Countless of beaches and unique point of views. 40 FPS/50 FPS on a GT 1060 in EPIC quality rendering...
Another small update. Slowly making progress and adding to the game, yet some final decisions are not made yet. Here are some of the recent additions.
I've been working on improving the existing maps a bit and also added a new one. Dungeons, crypts and mines are of course an integral part of the fantasy...
Hey gang, its been a while so I'd like to update this with some more recent stuff. Now, not THAT much has happened but I did get around to improve a few...
Its been a while since I have updated this project and I have finally returned to it after a few years working on other stuff, some of it is released.
Devlog 11 brings updates on our swamp environments, as well as new foliage additions. Several new major systems have been implemented, such as the Quest...
As everyone knows, Unity’s terrain / foliage system isn’t exactly modern. Hence, I’ve been doing everything I can to avoid the horrors of these...
A few words (and pictures) about foliage rendering and optimization in DENIZEN.
A post about the different techniques to make your foliage interactive!
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