We will indeed! Josh has already written a system for procedural texturing that we've yet to completely bring in to this version of LT, but we plan to do so at some point in the near future. When we do, I'll definitely write about how it works in the devlog herejarl wrote: ↑Sun Nov 12, 2017 6:57 amHi Lindsey, good to see some screenshots of your work, will you be doing procedural texturing as well as geometry? If so do you have ideas how this will work? I remember we had a fun discussion ages ago about how numbers from the procedurally generated faction/ai could determine things down to the colour of the weapon effects, lights and even the HUD of captured ships and it's interesting to see you mentioning this in the update.
Post
Sun Nov 12, 2017 1:49 pm
#16
Re: [Lindsey] Friday, November 10, 2017
Ship Inspiration Pinterest!! (send me stuff)
"You’ve got to work on something dangerous. You have to work on something that makes you uncertain. Something that makes you doubt yourself... because it stimulates you to do things you haven’t done before. The whole thing is if you know where you’re going, you’ve gone, as the poet says. And that’s death."
- Stephen Sondheim
"You’ve got to work on something dangerous. You have to work on something that makes you uncertain. Something that makes you doubt yourself... because it stimulates you to do things you haven’t done before. The whole thing is if you know where you’re going, you’ve gone, as the poet says. And that’s death."
- Stephen Sondheim