


I'm using fog to blend between the ground and the horizon, similar to what I believe Besiege does. The horizon is a very slight teal colour while the sky is a darker blue. I'm using a custom made procedural skybox shader which generates just the horizon, sky, and sun. I'm going with across between Besiege's super smooth style and a traditional skybox. Got some nice AI improvements to show offĪ bit of progress as far as the (environment's) visual style is concerned. There's a lot more to it than that (most of the code is for handling player and AI input and behaviours for controllable parts), but that's the gist of it. Machines are saved to an XML format and basically just the positions and rotations of the parts are stored because the joints are essentially a post-process step. When you click on an anchor it places a new part at the anchor in that direction and all of the physics joints are generated at run time by traversing over all of the parts and their anchors and comparing positions part information to determine what part is connected to what and what kind of joint it uses. In case you're interested, each part has a number of anchors that point in the desired attachment direction. The building mechanics are pretty simple anyway. I could potentially strip out the building mechanics as a useful asset but right now I'm putting all of my time and energy into developing the game further. It's very specialised and probably wouldn't be of much use to other developers as it is. Click to expand.This probably isn't a very good fit for the Asset Store because it is a game.
