It’s holidays in schools this week in belgium, a good occasion for me to pull out of the grave an old project: disrupted cities.
4 years ago, the scenes have been generated within blender: city maps, meshes and uvs. I was certain it wouldn’t be too hard to port in real-time, and that’s what i’ve started this morning! The planes are generated at runtime inside the engine, the uvs also, and after a rather long loading, everything runs nice and smooth (see the 2 screenshots above). A huge batch of highres textures, scans of a monotype, are necessary for the visual quality of the rendering.
The background is not full white, leaving some room for bright events.
The whole project is about wandering in an abstract city.
As it is holidays for students, i’ll spend mine working on this, thanks to the devs made since the beginning of the year.