Another update! Construction! Getting all the little visual glitches sorted was actually the biggest challenge for this one, especially making sure the raycast doesn't just hit the back of the player's head, but I'm liking this as a start to the system.

As appears to be tradition for here's a Monday showing off... a crafting system! I wanted it to feel physical but also be super portable? So the result is a crafting bowl that goes in your inventory rather than a full bench that has to be actually built. And of course you hit it with a stick to do the actual crafting 😁

Haven't posted an update for for a while but it's so... I kinda added procedural landscapes... and multiplayer 😅


for this week is just me being surprised, once again, at how easy something is to do it . Here's click and drag inventory slots in implemented in about 20 mins.

for this week features this little fella by ZĂ© Burnay that I absolutely fell in love with on Twitter and wanted to try recreating in 3d. Here's Pinecrab modeled in and procedurally animated in with 's new skeleton modification stack.

Monday again for . I've been working on a shader to make my heightmap terrains look nice. This one is a combination of a triplanar shader by @yafd and a stochastic sampling shader for unity by /u/rotoscope. I've put it up on github here: