Question by
Robsy256 · Oct 13, 2021 at 10:14 AM ·
c#generationmeshrenderer
Understanding Procedural Level Generation A LA Alto's Adventure
I've come across the following blog post, which suggests a way of creating the 'wave' mesh as seen in games like Alto's Adventure: https://www.bitshiftprogrammer.com/2018/01/altos-adventure-style-procedural.html
However, when playing Alto it's clear that something else is happening: for example, how would one generate the break in the mesh, as seen in the screenshot below?
Or, is this more a case of creating numerous "slope" assets and then weaving them together through code?
Any help would be greatly appreciated :)
alto-chasm-wingsuit.jpg
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