Thermal erosion is now fully ported! There isn’t a very noticeable difference this time around, I think it looks a bit better though (but maybe I’m biased!). I also changed the setting names to make them easier to understand: Repose Angle is now Threshold Iterations is now Time They are also shorter too, so they work nicely in
This week went better than expected in many ways. I ended up getting the modifier work done fairly quickly and managed to squeeze a small refactor, breaking a ~1300 lines file into 3 files. I still have somre more refactoring to do to make things more flexible. Hopefully I can get to that too in the following weeks. Porting went smoothly
In this series of posts I’m going to talk about the new hot stuff I’m working on for Mirage. This will be my first time doing a devlog, so bear with me 🙂 Our first stop is what I’ve doing for the past few months: the Rust port. Port to Rust Rust is a programming language focusing on safety, performance and
Keeping up with the previous decision to make smaller, more frequent releases here’s Mirage 3.1.
That’s right! The next version of Mirage if finally out in the wild. It’s been a little while since 2.1.
Hello fellow Blenderheads. I’m happy to announce Mirage 2 is finally out! This new version comes packed with new features and changes.
After some furious weeks of coding I’ve launched a new addon in the market. It’s called Mirage and it lets you generate terrrains and distribute trees over it easily.