

Idealistic futuristic next gen terrain request:ġ. The nature of terrain is that it must be modifiable with short notice to fit playability, situations that cannot be forseen etc, and this is the main reason generating terrain in external apps is a poor workflow that creates stress within the team. This upsets us greatly, because we know that the number one best way to create terrain in games is within the actual game editor and not externally. Ultimately, the reasons for avoiding Unity's terrain always came down to poor tools, poor performance and no overhangs. We do a lot of R&D as we like to put something new out there. We've also used Zbrush and World Machine among other applications in our research. We've actually done a few years research here from rolling our own ROAM back when it was vogue, to stitching together loosely culled meshes to using a water-like structure of detailed geometry close up. We're doing a game for Sony that will use a heck of a lot of Unity 5. OR: Director at Simian Squared, purveyor of fine British console and mobile games. Most importantly I need to be able to publish to Android.įat thing that's not really fat, that lurks a lot on forums that people put up with because a) sometimes he's helpful, b) they've no choice. Quick selection would keep the scenes leaner if it only imports the assets I need when I use them. Without the need of importing 5GB of art assets and only using some of it. It would be great if while working on the scenes there was a popup prop selector which would cycle throw all the assets that I've purchased and downloaded and when I select something it fetches it right out of the that package. Of which I'll likely use content from the asset store. I have a need for building props, vegetation and trees. I might want to edit the terrain for all the scenes together while logically when I save the various components save into their individual scenes. Some of the scenes might overlap or fade in and out based on proximity to the camera.

I might have a scene for sections of the environment that link together. I have environment like, forests with campfire. I plan on remaking concept drawings into 3d scenes. Performance, performance, performance! It feels so finicky getting Unity terrain to perform well.Įven if the terrain tessellation is pre-baked that'd be fine.Better in-engine sculpting tools, or maybe even some (very basic) analogues to World Machine's terrain functions.Realtime runtime terrain deformation with fast collision updates.Let me put down a tree mesh with roots and be able to sculpt around the roots to have them more realistically interact with the terrain itself.
#TERRAGEN REALTIME FOR GAMES WINDOWS#
I want to target things other than just Windows platforms.
#TERRAGEN REALTIME FOR GAMES SERIES#
I've had to completely disregard Unity's terrain options in favour of a series of split meshes that I generate in a custom terrain tool. When it comes to terrain, I'm working on an large area outdoor sports game. What kind of game are you trying to build or would like to build? I'm Elizabeth, sole developer in my tiny studio of one.
