正在加载视频...
视频加载失败
Still watching the grass grow. It now slowly creates a soil layer wherever there's at least a bit of water. You can see the species change over time - they tend towards greener and leafier types as the soil improves. Works in reverse too - dried out soil turns... show more
12 条评论

absolutely love seeing your progress on this! how about a cycle of flower bloom that leads to the spread of the vegetation? could be a really nice flash of color every once in awhile (however long ‘seasons’ take in your timescale)

Yeah, I'm starting on seasonality very soon, it seems surprisingly important, and should get me to properly diverse and mixed biomes, not to mention evolutionary pressure.

California’s “paper” wetland restorations? One small island, a vanished Delta Smelt, and a $39M fine expose what might be the biggest eco-cover-up in the Bay-Delta.

Very good idea, but make sure that plants too close to sea beaches get destroyed because of the salt, and keep this feature only for rivers and lakes. It’ll make everything more realistic, and probably more optimized too.

That's tricky. I really want barren sandy beaches but they end up overgrowing with plants because it's all freshwater. I could track salinity the same way as I do with sediment, but it's messy - I can't just designate a body of water as "sea", the salt has to come from somewhere.

Impressive work, loving all of these updates you’re giving us. The project is looking sick ! 👍

This is really cool!

do you have a blog or somewhere where you've written about your development process? suppose I can just go back through your tweets. Remarkable stuff you're doing here

I keep thinking about writing some long-form stuff down, but never seem to get around to it. There's not much else besides these tweets at the moment.

Awesome tech

This is really cool. Are you using Unity DOTS?

Thanks. Yeah, I use DOTS a lot, but most parts that have to do with rendering or physics are custom.
