blandprix.bsky.social @blandprix.bsky.social · 10/10/2026Ever feel like Marching Cubes just doesn't have enough #bestagon energy? Introducing . . . Marching Rhombic Dodecahedra. ⬡⬢ #GameDev #MeshGen #HexGrid #RhombicDodecahedron 082
blandprix.bsky.social @blandprix.bsky.social · 04/03/2026Thinking 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 083
blandprix.bsky.social @blandprix.bsky.social · 03/03/2026Behold! 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 1123
blandprix.bsky.social @blandprix.bsky.social · 02/03/2026Enjoying 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 073
blandprix.bsky.social @blandprix.bsky.social · 02/03/2026Working 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 1174
blandprix.bsky.social @blandprix.bsky.social · 07/05/2025Peeled 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 🙈 130
blandprix.bsky.social @blandprix.bsky.social · 23/04/2025Made an arrow and an arrow today #Blender #Godot #IndieDev #GameDev 0114
blandprix.bsky.social @blandprix.bsky.social · 19/04/2025majorly 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 062
blandprix.bsky.social @blandprix.bsky.social · 09/04/2025Today 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 0223
blandprix.bsky.social @blandprix.bsky.social · 07/04/2025Worked 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 0283
blandprix.bsky.social @blandprix.bsky.social · 07/04/2025Nifty 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 1122
blandprix.bsky.social @blandprix.bsky.social · 03/04/2025I'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 2352
blandprix.bsky.social @blandprix.bsky.social · 02/04/2025Remember 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 0130
blandprix.bsky.social @blandprix.bsky.social · 01/04/2025Added 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 0124
blandprix.bsky.social @blandprix.bsky.social · 01/04/2025I 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 030
blandprix.bsky.social @blandprix.bsky.social · 31/03/2025just 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 2243
blandprix.bsky.social @blandprix.bsky.social · 30/03/2025After 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 0141
blandprix.bsky.social @blandprix.bsky.social · 20/03/2025I 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 061
blandprix.bsky.social @blandprix.bsky.social · 31/01/2025It 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 0182
blandprix.bsky.social @blandprix.bsky.social · 19/12/2024Experimenting 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. 070
blandprix.bsky.social @blandprix.bsky.social · 18/12/2024To 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 1173
blandprix.bsky.social @blandprix.bsky.social · 14/12/2024Replaced 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 0121
blandprix.bsky.social @blandprix.bsky.social · 11/12/2024It's getting liminal over here #gamedev #procgen #liminal #seaside 0143
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 0173