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Posted

I've been working on a stand alone version. Most of the work has been making a scene editor to handle all the stuff that I relied on Unity to handle like moving objects, undoing, importing meshes, etc. All the features that normally require Unity Pro such as GPU acceleration and rendering heightmaps from the scene will work in this version. It's mostly just a few small fixes and then doing a UI pass that's left. Since I'm using Unity to build the stand alone I've got builds working for Windows, OSX, and even a webplayer version (which might be useful for a demo).

 

FlowGeneratorStandalone_01.jpg

 

Posted

mh i'm not sure about the sprites for the modifiers. I tend to find it hard with sprites to judge where they are in the world and would prefer simple 3d models..

 

that said that stand alone looks awesome! great job :)

Posted (edited)

Thanks :) When you select the modifiers they draw a wireframe bounding box showing the range of their influence. The falloff texture is then stretched to fill that bounding box, so it should be pretty easy to get a feel for exactly where they will have an effect. The sprites are just there so you can select modifiers by clicking on the sprite.

Edited by Synthesizer
  • 5 weeks later...
Posted
I've now released the first version of the standalone program. You can now create flowmaps for any game engine and use features that the Unity plugin version requires Unity Pro for, such as GPU acceleration and interacting with scene geometry. There's a 30 day trial, just download the program and you can start the trial. The output is limited to 256x256px, but all other features are enabled. Purchasing a license removes that limitation and gives you access to all future updates.
 
I've mostly been testing the newer features on my Macbook, so let me know if anything looks odd in Windows.
 
 
Standalone_v1.jpg

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