There aren't enough ecology sims out there. I think I'm gonna try to make one.

Estonia
Joined January 2017
Lots of work on plant composition. Metabolism, size, soil/water preferences, all derive from specific organs now, and there's a "tech/evolution tree" of sorts for each slot, going from simple to specialized types. Here's some UI panels that try to summarize all this new info:
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Testing grip and physical impacts - losing footing turns an entity into an active ragdoll, basically. The physical model is really simple but has a proper inertia tensor that gives some fun real-worldish results - compact bodies tumble less and tend to survive falls more often.
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A new tool for poking and tossing stuff around. Just...try not to overcharge it.
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Some UI theme experiments. I've built it with CSS variables, so designing and switching them at runtime is pretty easy, everything depends on 10 or so color variables. I always assumed it'd be a dark-themed UI, but light looks pretty cool too?
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Making my game UI in Angular like some crazy person just to spite Unity
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Doing some work on terraforming tools and god powers. Here's a fun one - a core sampler for checking what the terrain composition is like.
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Timelapse of all the geological sim features working together on bare bedrock - avalanches, rock crumbling, sand and soil creation and so on. Seems okay - I can let players start out with all sorts of weird terrains and trust that it'll become something plausible over time.
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Big refactor for particles, it's now alpha-blended with depth-aware upscaling. The dust plumes on cliffs when I add sand there are something new - avalanches. Basically, when granular material slips from a slope, it makes everything nearby also likely to slip and that propagates.
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Managed to solve an old issue with water compositing, now it can run the edge-detection pass properly like other objects. Hard to show on a gif, but it gets this interesting almost kuwahara filter look at midrange.
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Rubble and gravel fields are done. These also inhibit fertility, giving these areas a half-barren look. I'm pretty happy with this feature, not only does it simulate proper scree at base of cliffs, but also shows at a glance where and how much erosion is happening.
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