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Lighting

Posts tagged with Lighting from the Games by Hyper journal.

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

January 3, 2025

Devlog: PCG Spline Path Generation

Hey all! Today I will share a new addition that we’ve been working on: spline-based paths. It’s something I’ve been wanting to implement for a while to give more control and realism to the landscapes in the game. State of PCG Spline Path Generation One of the big challenges many devs face with procedurally generated...

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

December 27, 2024

Devlog: Cave PCG Fillings and Lights Generation

Hey all! This week, I’ve got some cool updates to share on the spline-based cave generation system that we shared in the devlog the other week. We’ve made some exciting progress by adding two important elements that are really bringing the caves to life—foliage and lighting. I can’t wait to show you all what’s been...

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

December 20, 2024

Devlog: Advanced PCG Forest

Hey all! Today, I’m excited to dive into the latest update of an Advanced PCG Forest system that introduces some major performance improvements, denser foliage, and some nice new features! State of the Advanced PCG Forest First up, we’ve significantly optimized the forest generation process. One of the key goals for this update was to...

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

December 6, 2024

Devlog: Cave/Dungeon Generation

Hey all! This week, I’ve got some cool updates to share on the spline-based cave generation system we’re working on. It is looking very promising and will plan on continuing to expand upon it to add more details once the foundation is complete. State of Cave/Dungeon Generation The core of this system revolves around splines,...

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