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Landscapes

Posts tagged with Landscapes from the Games by Hyper journal.

Devlog: Mesh To Actor Swapping visual for Games by Hyper Unreal Engine systems

January 31, 2025

Devlog: Mesh to Actor Swapping

Hey all, This time, I’ve got something special to share—a mesh to actor swapping system inspired by a few of our amazing Patreon community members. We were able to expand upon their base functionality and it’s been super helpful for making our open world more dynamic and optimized, and I’m excited to walk you through...

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Devlog: PCG Props Generation visual for Games by Hyper Unreal Engine systems

January 24, 2025

Devlog: PCG Props Generation

Hey all, We’ve been making some great strides with the continuation of our Procedural Content Generation (PCG) experimenting. This week, it’s all about improving our prop placement system. Specifically, we’ve been adding proper spawners so we no longer have to manually place each mesh. Whether we are filling a dungeon floor with bones and treasure...

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Devlog: Biome Generation visual for Games by Hyper Unreal Engine systems

January 17, 2025

Devlog: Biome Generation

Hey all, I hope everyone has been enjoying the PCG related devlogs the last few weeks! We’ve been hard at work continuing development on our world building systems, which can now allow you to set up your own biome variations. Let’s check it out! Foliage Density Adjustments One of the things we wanted to highlight...

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Devlog: Dialogue System visual for Games by Hyper Unreal Engine systems

January 10, 2025

Devlog: PCG Ditch Generation and Landscape Deforming

Hey all! This week, to complement the spline-based pathing, we’ve been focusing on adding ditches to our Advanced PCG Forest and how they interact with the landscape deformation system. I’m pretty excited about this one since it adds a lot of natural variation to the environment and brings the forest one step closer to feeling...

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