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blandprix.bsky.social

@blandprix.bsky.social
80 followers 133 following 29 posts
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blandprix.bsky.social @blandprix.bsky.social · 10/10/2026
Ever feel like Marching Cubes just doesn't have enough #bestagon energy? Introducing . . . Marching Rhombic Dodecahedra. ⬡⬢ #GameDev #MeshGen #HexGrid #RhombicDodecahedron
A collection of organic-looking 3D shapes with blocky silhouettes shaded in a way that emphasizes the triangles comprising their surfaces. One shape resembles a cave entrance while another resembles half of a golf ball. Notably, the flatter areas of the shapes resemble regular triangular or hexagonal grids.
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blandprix.bsky.social @blandprix.bsky.social · 04/03/2026
Thinking about hydrology 💦 My next goal is to allow for multiple terrain chunks, and to load and unload them as I move #Godot #GameDev #IndieDev #LevelDesign
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blandprix.bsky.social @blandprix.bsky.social · 03/03/2026
Behold! A precipice! Achieved by masking chosen vertices from the relaxation algorithm To work on this feature, I needed to visualize the triangle grid (dots), and that led me to creating some helpful visualizer toggles that send info to the #shaders #Terrain #GameDev #IndieDev #Godot #Hexagon
A screenshot showing a virtual terrain, close-up on the rim of a tall cliff. A pattern of dots emphasizes the curvature of the terrain.Just like the previous picture, but some of the terrain is overlaid with semi-transparent yellow, indicating that the terrain's mesh vertices are locked in place, allowing the user to create sharper cliffs.
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blandprix.bsky.social @blandprix.bsky.social · 02/03/2026
Enjoying expanding on the new #terrain system I think it would be nice to allow for sharper angles at the boundaries between traversable and non-traversable regions, so that's my next goal #Hexagon #Bestagon #GameDev #IndieDev #Godot
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blandprix.bsky.social @blandprix.bsky.social · 02/03/2026
Working on the #hex #terrain tool again. Many changes. Where before I was trying to create a shape that met all constraints in one shot, now I am using an iterative relaxation algo inspired by soft-body physics. Oh, and the editor itself is in #Godot now instead of #Blender. #GameDev #IndieDev
A screenshot of a virtual landscape. An isolated chunk of rocky terrain with hexagonal cells indicating the places that are flat enough to walk on.A close-up of the terrain showing the underlying triangle mesh. The relaxation algorithm lets me adjust the maximum curvature allowed at each vertex, so I can force the cell centers to be quit flat!
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blandprix.bsky.social @blandprix.bsky.social · 07/05/2025
Peeled myself away from terrain improvements to implement click-to-move A* pathfinding on a hex grid, where the nav graph corresponds to a terrain mesh from my level editor This one goes out to @ctanis.bsky.social who once gave A* as an assignment and had to wait 10 years for my submission 🙈
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blandprix.bsky.social @blandprix.bsky.social · 23/04/2025
Made an arrow and an arrow today #Blender #Godot #IndieDev #GameDev
A gray 3D model of a path that could be traveled on a hexagonal grid. The end of the path is shaped like an arrow.An untextured 3D model of an arrow that could be loosed from a bow.
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blandprix.bsky.social @blandprix.bsky.social · 19/04/2025
majorly refactored steep terrain geometry allows for clusters of steep tiles instead of just single-width cliffs, uses fewer triangles, and gives me an 'added steepness' parameter to play with (0 for now) fr last thing before I work on pathfinding #IndieDev #GameDev #Blender #Godot #Hex #Terrain
An aerial view of a virtual landscape. There are grassy hills partially submerged in water, and the regions that are too steep to walk on are colored yellow and made to look like smooth rock. A screenshot of a game project running in the Godot engine.A behind-the-scenes look at the terrain from the previous image. This one is in grayscale, and the individual polygons comprising the terrain mesh are outlined. In regions where traversable terrain transitions to steep terrain, there is additional geometry to emphasize and sharpen the boundary.
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blandprix.bsky.social @blandprix.bsky.social · 09/04/2025
Today I tried to bring the land and water into harmony The tile indicators 'float' now, the grass doesn't look so bone-dry around the water line, and deeper water is darker It's far from realistic, but I'm really pleased with this look #GameDev #IndieDev #Godot #Shaders #Hex #Bestagon #Terrain
A small chunk of a virtual landscape, partially covered in water. A character has waded in waist-deep, and three grassy hills protrude out from the water. The landscape is made of hexagonal tiles, and is, itself, roughly hexagonal.
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blandprix.bsky.social @blandprix.bsky.social · 07/04/2025
Worked in a certain optimization that lets me build *much* bigger maps Now if only they had plants and ruins and monsters and such Getting close to building some real actual gameplay #GameDev #IndieDev #Godot #hexagon #terrain #seaside #RPG
An aerial view of a virtual seaside landscape. Two characters stand far from each other on rolling hills by the ocean. Around one character, markings on the ground indicate that the ground is made of hexagonal tiles.
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blandprix.bsky.social @blandprix.bsky.social · 07/04/2025
Nifty new feature for the editor: random grids By feeding Perlin noise to my constraint algorithm, I can start from an interesting-if-flawed grid instead of a featureless plane #GameDev #IndieDev #Hexagon #Terrain #ProcGen #Blender
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blandprix.bsky.social @blandprix.bsky.social · 03/04/2025
I've tried several ways to emphasize tiles without looking too sci-fi Yesterday it occurred to me I could create a shape between a circle and a hex by taking a weighted average of their signed distance functions These ones are 70% hex, 30% circle, 100% 🤌 #Hex #Terrain #Shaders #GameDev #Godot
A bird's-eye-view of a grassy field with a swordsman standing in the center. On the ground around him, there is a hexagonal grid pattern, and each grid cell is gently rounded.
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blandprix.bsky.social @blandprix.bsky.social · 02/04/2025
Remember this guy? This is him now. Feel old yet? But fr I'm happy to have some in-engine results to share #GameDev #Indiedev #Godot #Blender #Hexagon #terrain #HexGrid #Wargaming
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blandprix.bsky.social @blandprix.bsky.social · 01/04/2025
Added lots of QoL and performance enhancements to the editor last night. Added vertex colors to indicate non-traversable tiles, and now I'm ready to take some examples to #Godot where I will try to make them more beautiful and interactive 🎨 🎉 #GameDev #IndieDev #Blender #Hexagon #Terrain #HexGrid
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blandprix.bsky.social @blandprix.bsky.social · 01/04/2025
I started down this path two years ago when sketching out a hex grid game I wanted to push it into 3D, but I didn't love any existing hex terrain systems I've been able to proc gen small grids that satisfy my constraints before, but being able to quickly craft them by hand hits different :) #hex
A gray island on a green background. The island is composed of six-sided tiles, and the boundaries between them are shown in black.The same island, but free of grid lines, and it has been automatically smoothed via subdivision.
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blandprix.bsky.social @blandprix.bsky.social · 31/03/2025
just reached MVP for my specialized #hex #terrain editor, and I'm really proud to show the first landscape I made with it the editor lets you modify a height map that acts as the target shape for the generated control mesh, which gets subdivided into the final shape #gamedev #Blender #wargaming
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blandprix.bsky.social @blandprix.bsky.social · 30/03/2025
After failing a few different ways, I don't plan to fully automate the hex mesh generation after all And I've been meaning to work on an editor 😎 I built this #Blender plugin that lets me nudge the input values and see the resulting (constrained) mesh in real-time #procgen #gamedev #bestagons
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blandprix.bsky.social @blandprix.bsky.social · 20/03/2025
I kept incidentally creating this pattern when copy/pasting hexes for experiments Turns out these are Gosper Islands, and they could be useful for indexing/partitioning the grid 🤔 en.wikipedia.org/wiki/Gosper_... #hexagon #bestagon #fractal #geometry
Six groups of hexagonal tiles, each made by surrounding the previous set with copies of itself. All groups have a roughly hexagonal shape.
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blandprix.bsky.social @blandprix.bsky.social · 31/01/2025
It may sound odd, since I'm so determined to use a hexagonal grid, but I don't love the look of hexagonal tiles themselves Fortunately, a hexagonal arrangement is the optimal way to pack circles, so I don't waste much space by treating each tile as a circle #gamedev #godot #wearesoback
A birds-eye view of a virtual grassland. A video game character stands in the center, and a grid of circles around the character emphasizes the adjacent spaces.
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blandprix.bsky.social @blandprix.bsky.social · 19/12/2024
Experimenting with adding height information to the movement UI I think going uphill will cost extra energy . . . once there is an energy system to support it.
A colorful grid pattern is overlaid on a section of a virtual landscape around a character. The grid is colored orange in places uphill from the character and purple elsewhere.
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blandprix.bsky.social @blandprix.bsky.social · 18/12/2024
To implement click-to-move, I figured I would need to procedurally define a collision shape for my terrain Turns out #Godot already has built-in methods for converting meshes into collision shapes 🙌🔥 #indie #gamedev #procgen #hexgrid #terrain
A screenshot of the Godot game engine showing two figures standing on a wireframe grid. In Godot's UI, the user has highlighted an option to 'Create Trimesh Collision Sibling'.
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blandprix.bsky.social @blandprix.bsky.social · 14/12/2024
Replaced my placeholder characters with something more humanoid (thanks gevonstria.itch.io for making this asset free) Experimenting with character movement features, starting with these space indicators in the terrain shader 🎨 #gamedev #godot #indiedev #lowpoly #rpg #psx
A screenshot from a video game in development. There are two medieval characters standing next to the sea. Near one of the characters, blue icons on the ground indicate the spaces to which they are allowed to move.
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blandprix.bsky.social @blandprix.bsky.social · 11/12/2024
It's getting liminal over here #gamedev #procgen #liminal #seaside
An isometric view of a virtual landscape meeting a virtual ocean, with several featureless shapes placed in the scene.
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blandprix.bsky.social @blandprix.bsky.social · 05/12/2024
// first post, hi bsky 👋 One trap I fall into is incessantly tweaking individual colors in-engine (or in code 😱) I'm always happier when I take a screenshot and play with colors in an editor until I have a real target to work toward #gamedev #godot #hexgrid #terrain #rpg #landscape
A virtual landscape with grassy hills next to a shore. The original color of the scene is shown in the left half of the image while the right half is recolored to emphasize details, improve readability of the terrain, and unify the style of the scene.
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