Goathouse774 (@YeaSoWutt) header
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Subitizing the entire number line, daily. goathouse774 on Dreams.

Minneapolis, MN
Joined August 2011
Photo by Goathouse774 (@YeaSoWutt)Photo by Goathouse774 (@YeaSoWutt)Photo by Goathouse774 (@YeaSoWutt)Photo by Goathouse774 (@YeaSoWutt)Photo by Goathouse774 (@YeaSoWutt)Photo by Goathouse774 (@YeaSoWutt)Photo by Goathouse774 (@YeaSoWutt)Photo by Goathouse774 (@YeaSoWutt)Photo by Goathouse774 (@YeaSoWutt)Photo by Goathouse774 (@YeaSoWutt)
This is version 1 of dynamic fluids in Dreams. Tutorial coming... eventually. #PS5Share, #Dreams, #MadeInDreams, #indiedev
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Mock up of a potential action-y side of things. Wouldn't it be great to have a marble game that had stuff like this, along with a Jonathan Blow-esque, metroidbrainia mainline campaign? I think so.
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I think it would be fun to have a level like this, but set at night with cyberpunk neon signs everywhere.
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Deep night, far away somewhere in the Dreamiverse
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This particular type of banked, declining turn has always been the hardest to create, in my experience. If you can make one of these, you can make any type of road module, in Dreams.
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As usual, this whole overlapping, mirrored topology thing is birthing a whole new branch of interesting possibilities.
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Taking advantage of mirroring identical topologies and then overlapping them to create interiors Must always be looking for cheap wins, wherever they can be found
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Smaller scale use of the mesh. Deformed a stack of cubes and extracted a bunch of platforms for a marble gauntlet.
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Nice view over the ledge of a decrepit landscape, swirling with pocks and ribs.
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Valley of the Spinning Trees.
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Stumbling upon a sprawling, hidden complex in the vast open-worlderness.
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Seeding the mesh with simple shapes before deformation and then cloning stacks of them to create roadside structures. You could take this in a lot of interesting directions...
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Placed this castle asset all around at various distances to show the scale. By itself, the environment is only using 25% of graphics and a miniscule 1% gameplay thermo. Dreams can, without a shadow of a doubt, handle massive open worlds. #1 advantage? Speed. 10 min. build!
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The mesh is represented visually by the green grid structure. The curvature of the mesh determines the curvature of the road surface. This is a low-resolution mesh, and they can be adjusted higher, but usually at a cost of some kind.
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Using the mesh to glue roads down is the way. If only I'd figured this out a half decade ago ... 🤔
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Needless to say, the mesh is how you'd get roads to actually conform to terrain surface. (Obvious janky test is obvious.)
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Note the thermo levels at the end of the clip. The benefits of these methods are incredibly hard to demonstrate in short clips, but this one might buck that trend.
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This is the whole ballgame, right here. To gain control of the mesh stretching, you MUST have a chunk of mass that you use to move the CoM. Stretching always pivots around CoM, so use a rotator to see where it is, and a chunk of mass to move it!
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I'm going to try to get this method into the wild, as hanging onto secrets anymore just doesn't seem wise. Here's the barest bones of it. There are many obstacles to fully utilizing it. I will try to follow up and address as many as I can, in future posts. Meet the mesh...
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Sculpting this way is very much analogous to stretching and squishing clay. Physical and intuitive. Dreams will probably never be replicated. #DreamsPS4 #MadeInDreams
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Dreams secretly contains a one-of-a-kind mesh deformation sculpting engine (engine within an engine). This test uses massive, open world scale assets made by stretching elastic materials. #DreamsPS4 #MadeInDreams
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