u/Evra-SOE

▲ 86 r/bevy

My latest work

It's my grass system. Here are some of its features
- Dynamic painting, the grassier the texture underneath the denser and lusher it is. When you paint you can see it grow lol.
- It also uses the color of the terrain beneath it to update its color, so the grass is "drier" if there's some sand in the textures used for example.
Here's how it looks in a forest-y setting

u/Evra-SOE — 3 days ago
▲ 35 r/bevy

Asset placement

The "cursor" blinks a little, but I think it looks good enough for a first version.

u/Evra-SOE — 8 days ago
▲ 56 r/bevy

Showing a few more features + project description in the body

Here are a few more features from my project. Since the last video, I halved the size of the map because 1024 square km was a bit silly, it's at a more manageable 256 now.

What I'm trying to build

The elevator pitch would be the following, my aim is to make an RPG with an emphasis on user-generated content;. The goal is to make it as easy as possible for players to create mods for the game, even if they have no development experience, so I am keeping the modding experience as close to gameplay as I can :) Plus, I think it is nice to easily be able to see the world you're creating from a player perspective.

u/Evra-SOE — 9 days ago
▲ 61 r/bevy

My terrain system

Just showing my terrain system, it's got the following features;
- Deformable, texturable terrain
- A palette of 16 PBR textures
- Automatic terrain generation (based on fastlem)
- Automatic LOD generation
- The height and texture maps have a resolution of 8192x8192, in the 3D world I space each point by 4 world unit, for a total size I estimate at about 32 square km, so the resolution ain't great but it's pretty decent without necessarily having to stream it in.

u/Evra-SOE — 11 days ago