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Good luck! with your project!

I once worked on and off on a 3D engine in C++ for about 8 years and know how much effort and perseverance it takes. I was young and somehow lost track while hacking in memory pools, shader generators and a custom scripting language... Don't fall into this trap! Keep it simple, don't NIH too much and focus on gameplay!

One question I have: How do you generate those wonderful, non-repeating dirt textures displayed in one of your videos? Is it a procedural texture or is it based on marching cubes or...? They really look amazing!

Thanks, great advice - I have no choice but to focus on gameplay here out. Lack of gameplay really hurt my KS campaign and I don't have much time to do anything but get a functional game in there now, as early access will start within a few months (that said going to try and avoid all the bad things about early access).

Everything is based on math, so its easy to make things non-repeating. Voronoi Diagrams, "Lichtenberg" patterns (for the cracks, can't think of a better word), sin waves, random noise, simplex noise, etc.

If you want to divulge: what's the best algorithm for generating Lichtenberg patterns?

DLA (diffusion limited aggregation) or twists on that. Alternately, recursively subdivide a space randomly

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