In only a few months Prowl an open-source C# MIT Game Engine has gone from nothing, to definitely not nothing!
Still have a long way to go, But it's moving along super fast! We welcome any contributions! github.com/michaelsakharov/P…
#IndieGameDev #gamedev #IndieDevs
This really sucks... Well I'm starting an MIT-licensed project for a Unity-like engine called Prowl (100% C#), it's far from finished, but if you wanna know more or wish to contribute: discord.gg/V6TXYnRWmr
#unityruntimefee #gamedev #unity #indiegamedev #IndieDevs #gamedev
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Working on a new asset for Unity called PlanetForge, Capable of rendering entire planets with Terrain, Foliage, Biomes, Oceans, and so on with an incredible level of detail!
#madewithunity #unity #voxel #gamedev #indiegamedev #indiedev
Don't see anything wrong with these clouds, They look perfect! Jokes aside this is a pretty cool bug.
#Minecraft #Rendering #MinecraftShaders #Graphics
Started working on Clouds, They really add a lot. Not quite happy with them yet though, they don't quite fit in with the tone of the shader pack. Not sure how to fix that yet...
#Minecraft #Rendering #MinecraftShaders #Graphics
Made many improvements to my Minecraft Path-Traced shader pack! Need to give Water some love.
#Minecraft #Rendering #MinecraftShaders #graphics
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Renaming VoxelWorks to VoxelTown, Also got Mesh importing done!
#madewithunity #unity #voxel #gamedev #indiegamedev
Started Working on a Node Based world generation for VoxelWorks!
#madewithunity #unity #voxel #gamedev #indiedev
Started the development of a Path/Ray Traced Minecraft shader for Java. Still a long way to go, but it runs at 60 fps on a GTX 970!
#Minecraft #Rendering #MinecraftShaders #Minecrafters
Working on rendering voxels with raytracing instead of triangles.
It's super-duper fast, and fully integrated with unity's rendering!
#madewithunity #unity #voxel #gamedev #indiedev
































