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  <channel>
    <title>DEV Community: Yvonne Alexandra</title>
    <description>The latest articles on DEV Community by Yvonne Alexandra (@megallix).</description>
    <link>https://dev.to/megallix</link>
    <image>
      <url>https://media2.dev.to/dynamic/image/width=90,height=90,fit=cover,gravity=auto,format=auto/https:%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Fuser%2Fprofile_image%2F866325%2F066bb7ce-85b2-487f-8e7d-9a4aecbeac99.png</url>
      <title>DEV Community: Yvonne Alexandra</title>
      <link>https://dev.to/megallix</link>
    </image>
    <atom:link rel="self" type="application/rss+xml" href="https://dev.to/feed/megallix"/>
    <language>en</language>
    <item>
      <title>Future of HSEG</title>
      <dc:creator>Yvonne Alexandra</dc:creator>
      <pubDate>Sat, 12 Nov 2022 11:53:08 +0000</pubDate>
      <link>https://dev.to/megallix/future-of-hseg-15hf</link>
      <guid>https://dev.to/megallix/future-of-hseg-15hf</guid>
      <description>&lt;p&gt;Hi, Yvonne here, though nothing else makes that obvious.&lt;/p&gt;

&lt;p&gt;I just wanted to let it be known that this project is on hold until I acquire some kind of computer science degree.&lt;br&gt;
I'm thinking of this project all the time, but I don't have enough of a programming skillset yet, so I don't see any better course of action.&lt;/p&gt;

&lt;p&gt;I'll still probably work on planning and discussion of the game from time to time.&lt;/p&gt;

&lt;p&gt;I'll attempt to work on the actual game (hopefully) during the summer of 2025.&lt;/p&gt;

</description>
      <category>github</category>
      <category>unity3d</category>
      <category>csharp</category>
      <category>programming</category>
    </item>
    <item>
      <title>HSEG Devlog 5</title>
      <dc:creator>Yvonne Alexandra</dc:creator>
      <pubDate>Sat, 28 May 2022 10:49:27 +0000</pubDate>
      <link>https://dev.to/megallix/hseg-devlog-5-34ba</link>
      <guid>https://dev.to/megallix/hseg-devlog-5-34ba</guid>
      <description>&lt;p&gt;Released a build of one of the coding practice games.&lt;br&gt;
&lt;a href="https://github.com/Megallix/Hardcore-Space-Exploration-Game/releases/tag/codingPractice"&gt;https://github.com/Megallix/Hardcore-Space-Exploration-Game/releases/tag/codingPractice&lt;/a&gt;&lt;/p&gt;

</description>
      <category>devjournal</category>
      <category>unity3d</category>
      <category>gamedev</category>
      <category>showdev</category>
    </item>
    <item>
      <title>HSEG Devlog 4</title>
      <dc:creator>Yvonne Alexandra</dc:creator>
      <pubDate>Sat, 28 May 2022 08:03:48 +0000</pubDate>
      <link>https://dev.to/megallix/hseg-devlog-4-184a</link>
      <guid>https://dev.to/megallix/hseg-devlog-4-184a</guid>
      <description>&lt;p&gt;Now, I know the approach I want to take for the better planet generation. But before I can do that, I need to be able to simulate gravity between multiple bodies. And before I can do &lt;em&gt;that,&lt;/em&gt; I need a proper understanding of C# and Unity.&lt;/p&gt;

&lt;p&gt;At the time of me writing this, I am about halfway to my goal in terms of how much I understand, and still working on it.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--0iY08_TQ--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_66%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/bpfs2b8e308n50higvva.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--0iY08_TQ--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_66%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/bpfs2b8e308n50higvva.gif" alt="Chair generator." width="800" height="449"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  This concludes devlog posts of things that have already happened.
&lt;/h2&gt;

</description>
      <category>unity3d</category>
      <category>devjournal</category>
      <category>csharp</category>
      <category>programming</category>
    </item>
    <item>
      <title>HSEG Devlog 3</title>
      <dc:creator>Yvonne Alexandra</dc:creator>
      <pubDate>Sat, 28 May 2022 07:58:32 +0000</pubDate>
      <link>https://dev.to/megallix/hseg-devlog-3-jd8</link>
      <guid>https://dev.to/megallix/hseg-devlog-3-jd8</guid>
      <description>&lt;p&gt;...and that problem was that no matter how large you made a planet, it would be pretty terrible quality up close.&lt;br&gt;
&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--MH2rHsEN--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/8jtbxyxj5sysdiiafg7r.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--MH2rHsEN--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/8jtbxyxj5sysdiiafg7r.png" alt="Bad quality up close." width="800" height="448"&gt;&lt;/a&gt;&lt;br&gt;
That is no good. I need planets you can explore from the surface, not planets you only look at from afar.&lt;br&gt;
All of that work, just to have to delete it all and take a different approach. Tis the life of development.&lt;/p&gt;

</description>
      <category>devjournal</category>
      <category>unity3d</category>
      <category>gamedev</category>
      <category>design</category>
    </item>
    <item>
      <title>HSEG Devlog 2</title>
      <dc:creator>Yvonne Alexandra</dc:creator>
      <pubDate>Sat, 28 May 2022 07:55:08 +0000</pubDate>
      <link>https://dev.to/megallix/hseg-devlog-2-2eka</link>
      <guid>https://dev.to/megallix/hseg-devlog-2-2eka</guid>
      <description>&lt;p&gt;And so, I began work on creating a planet generator.&lt;br&gt;
At this stage, I've essentially just been following Sebastian Lague's procedural planet generator tutorial on YouTube. This was good and bad in a few respects. For instance, I was essentially just copying code into Unity, not learning the basics of how to use C# or really even just Unity for that matter. I did however learn a lot about noisemaps and terrain generation and should be able to do it myself once I properly understand the language.&lt;/p&gt;

&lt;p&gt;The following screenshots, originally posted as comments on their relative GitHub commits, show the progression of the planet generator:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--JRvFIpW2--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/m4g6vwczerpef5xzqxnt.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--JRvFIpW2--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/m4g6vwczerpef5xzqxnt.png" alt="It all starts with a cube." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--KQlBYWsN--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/88gby1x5dni17qlsb3lt.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--KQlBYWsN--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/88gby1x5dni17qlsb3lt.png" alt="It becomes stretched out into a sphere, and they can have different resolutions." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--zaDe5QcG--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/u4vlbrwpgjf1oykcwooe.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--zaDe5QcG--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/u4vlbrwpgjf1oykcwooe.png" alt="A higher resolution means more triangles per side, higher resolutions mean more mesh detail." width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Then, colors and sizes were added.&lt;br&gt;
&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--mp8S4zT8--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/uq2u7mvwx2jv8nxsjcqa.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--mp8S4zT8--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/uq2u7mvwx2jv8nxsjcqa.png" alt="A yellowish planet." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--HIzPs1vU--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/zhm50i7i54out5rxfyvt.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--HIzPs1vU--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/zhm50i7i54out5rxfyvt.png" alt="A purple planet." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--0zDmCB0b--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/o7d7lsj2dkq6m6vy6en6.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--0zDmCB0b--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/o7d7lsj2dkq6m6vy6en6.png" alt="The same purple planet, but larger." width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Then began work on the actual noisemaps and terrain generation.&lt;br&gt;
&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--x5wDWXmp--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/qtibkzfsrqg2lwc169gd.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--x5wDWXmp--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/qtibkzfsrqg2lwc169gd.png" alt="Normal sphere with no noise." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--AL7D7Q6j--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/ar94cllgdwbr5hw0tpon.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--AL7D7Q6j--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/ar94cllgdwbr5hw0tpon.png" alt="Noise applied to the sphere." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--FAUkdqY---/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/tmug5mfny75yt3nycb7z.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--FAUkdqY---/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/tmug5mfny75yt3nycb7z.png" alt="Created variables which allow you to change the noisemap, thus editing the shape of the planet." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--kQX4T4Bv--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/tpbmbgu0063nzynarspg.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--kQX4T4Bv--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/tpbmbgu0063nzynarspg.png" alt="Same case, cool shape." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--TA1BISIS--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/thq89g9jea2ehzicbtlq.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--TA1BISIS--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/thq89g9jea2ehzicbtlq.png" alt="Created the ability to use multiple layers of noise and some extra settings." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
  &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--HFGzcB7T--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/0pj6nmcoyub2uw6vkh53.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--HFGzcB7T--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/0pj6nmcoyub2uw6vkh53.png" alt='Added a "minimum noise" option to create oceans.' width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--IXyhzbMf--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/r8se9jfdhankcoffv2la.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--IXyhzbMf--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/r8se9jfdhankcoffv2la.png" alt="Same case, but continents instead of mountains." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--FslVEO6b--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/rtt24nj0j312tnz4n9xa.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--FslVEO6b--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/rtt24nj0j312tnz4n9xa.png" alt="Added the ability to use another form of noise layers, the previous now being sub-layers. This allows you to mix different types of terrain, i.e. continents with mountains." width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;And then, filters to put on noise layers, for even more specific terrain.&lt;br&gt;
&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--i6ekCZ5P--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/mmo5ic3x137x5e67vila.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--i6ekCZ5P--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/mmo5ic3x137x5e67vila.png" alt="Created a new noisefilter to make ridgelike terrain." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--VIlyCb4M--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/8j3hk21urqlc7zy6k1i2.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--VIlyCb4M--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/8j3hk21urqlc7zy6k1i2.png" alt="More detailed version of last image." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--CRyiw7U2--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/dbqtq4rc970f2p3fgwzu.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--CRyiw7U2--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/dbqtq4rc970f2p3fgwzu.png" alt="Same case, but with the normal continent layer enabled." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--w-XTApLy--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/rmwn2toercg22sdqu5kx.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--w-XTApLy--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/rmwn2toercg22sdqu5kx.png" alt="Made a simple way to create new noiselayers. Noiselayers also now able to have special settings that only apply to them." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--5ANUvKCn--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/4dneg27aappjp8nmj5vq.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--5ANUvKCn--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/4dneg27aappjp8nmj5vq.png" alt="Added a way to only render one face of the cube-sphere, to reduce lag when rendering high resolution planets." width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;From there, I could start on shaders.&lt;br&gt;
&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s---5EgReg8--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/vk6ca4ob6lpuode080wb.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s---5EgReg8--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/vk6ca4ob6lpuode080wb.png" alt="Shaders set up, not properly rendered." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--YbN_zkY6--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/agzo3acny9c8cdxn6iub.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--YbN_zkY6--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/agzo3acny9c8cdxn6iub.png" alt="Shaders properly rendered." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--hvVfqFc8--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/ho4g0qqbg6qeexf3stq7.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--hvVfqFc8--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/ho4g0qqbg6qeexf3stq7.png" alt="Added an editable color gradient to change the color of terrain based on the height." width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Then, biomes.&lt;br&gt;
&lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--rDRd_9nn--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/0iacap29asvt301a4kxo.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--rDRd_9nn--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/0iacap29asvt301a4kxo.png" alt="Grassy, to sandy, to icy. The biomes use their own noisemaps to make them more natural, and blend together." width="800" height="450"&gt;&lt;/a&gt;&lt;br&gt;
 &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--72LH4qzD--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/0xaehcov0e56xk7211rn.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--72LH4qzD--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/0xaehcov0e56xk7211rn.png" alt="Accidentally made this." width="800" height="450"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;And that's that. The planet generator code was done, I had nothing left to do with it, and it was good.&lt;br&gt;
But there was one big problem...&lt;/p&gt;

</description>
      <category>devjournal</category>
      <category>unity3d</category>
      <category>programming</category>
      <category>csharp</category>
    </item>
    <item>
      <title>HSEG Devlog 1</title>
      <dc:creator>Yvonne Alexandra</dc:creator>
      <pubDate>Sat, 28 May 2022 07:32:17 +0000</pubDate>
      <link>https://dev.to/megallix/hseg-devlog-1-430k</link>
      <guid>https://dev.to/megallix/hseg-devlog-1-430k</guid>
      <description>&lt;h2&gt;
  
  
  &lt;strong&gt;These first few Devlog posts are things that were done before I joined this platform.&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;I started this project off by making a GitHub project page for it. Listing off all of the ideas I had off the top of my head at the time. &lt;a href="https://res.cloudinary.com/practicaldev/image/fetch/s--Rze3r-5m--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/5en7llopz08fk3wnwgs3.png" class="article-body-image-wrapper"&gt;&lt;img src="https://res.cloudinary.com/practicaldev/image/fetch/s--Rze3r-5m--/c_limit%2Cf_auto%2Cfl_progressive%2Cq_auto%2Cw_800/https://dev-to-uploads.s3.amazonaws.com/uploads/articles/5en7llopz08fk3wnwgs3.png" alt="HSEG Project Planning Page" width="800" height="593"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;You can keep up to date with any changes I make to the planning here: &lt;a href="https://github.com/users/Megallix/projects/2/views/2"&gt;https://github.com/users/Megallix/projects/2/views/2&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Something I know for certain about this game, is that I want there to be a point where even &lt;em&gt;I, the developer&lt;/em&gt; am unsure what someone could find out there.&lt;br&gt;
On top of that, I want to create some serious AI lifeforms that will create their own civilizations which players can meet and explore.&lt;br&gt;
This is a &lt;strong&gt;hardcore&lt;/strong&gt; game, so I need to make many hazards. Things such as black holes, fast moving space rocks, other players, hostile AI, planetary weather, space weather, whatever, there needs to be a multitude of ways a player can die.&lt;br&gt;
It will be hardcore in the sense that, once you die you may start over from a new, blank file. Each player will be given a "true name" assigned to their file. Their actual usernames remain anonymous (though, there will be ways to identify your friends). Logging discoveries will be done through an "in game forum" of sorts. Once you die, your legacy, your discoveries, your impact on the universe and the database, all remain, but you can no longer change that impact in any way and begin anew with a new "true name".&lt;/p&gt;

</description>
      <category>devjournal</category>
      <category>github</category>
      <category>showdev</category>
      <category>design</category>
    </item>
    <item>
      <title>Hardcore Space Exploration Game</title>
      <dc:creator>Yvonne Alexandra</dc:creator>
      <pubDate>Mon, 23 May 2022 00:35:03 +0000</pubDate>
      <link>https://dev.to/megallix/hardcore-space-exploration-game-ngl</link>
      <guid>https://dev.to/megallix/hardcore-space-exploration-game-ngl</guid>
      <description>&lt;p&gt;I began work on a passion project of mine a while ago, you can check it out at &lt;a href="https://github.com/Megallix/Hardcore-Space-Exploration-Game"&gt;https://github.com/Megallix/Hardcore-Space-Exploration-Game&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;There isn't much for me to say at the moment, but I intend to do a lot of cool things with this. The GitHub's project page shows what I currently have planned.&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>showdev</category>
      <category>csharp</category>
      <category>unity3d</category>
    </item>
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