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Posts by Kru

Video

the new automatic step up mechanic isn't good for just slope transitions, but also means you can naturally step up on to short platforms

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17 minutes ago 3 1 0 0
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walking from a slope to a cube with a capsule collider poses an issue: the side of your capsule hits the cube preventing you from reaching the top of the slope

I implemented a step-up mechanic (essentially teleporting you up on contact), and smoothed it out over a few frames so it's not a jolt

1 day ago 0 0 0 0
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implemented invisible walls. the work the same as normal colliders except they're authored entirely in-engine and are ... well, invisible ๐Ÿ‘ป

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1 day ago 7 1 0 0
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massively improved the feel of terrain sloping, feels more natural now as opposed to being on a slip'n'slide

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2 days ago 12 2 0 0

yes, almost always

2 days ago 0 0 0 0
Video

improved static collision to handle slopes better. it's all coming together slowly but surely

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2 days ago 9 2 0 0
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much better, rigid bodies are now behaving almost as desired

still a bug where they don't wake each other on contact, but that's easy to fix

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3 days ago 6 2 0 0
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Video

day 2 experimenting with rigid body physics, the cubes are merging to become sentient life forms

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3 days ago 3 0 0 0
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rigid body test, needless to say this didn't go quite as planned on the first try

but hey, at least it moves, that's more than I expected it to do

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3 days ago 4 1 0 0
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implemented basic colliders for objects, which means we can now actually step on this bridge

the dismount wasn't great, but progress is progress

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3 days ago 9 3 0 0
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next up on the physics train is terrain slope. simple but effective, and added a debug vis for it as well

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4 days ago 4 0 0 0
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time to start tackling physics, starting off simple with the good old (new) fashioned capsule and terrain snapping

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5 days ago 4 1 0 0
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another major improvement for the dev iteration cycle is being able to hot reload models

going to add a "Re-export" shortcut in to Blender as well to cut down unncessary clicks there as well

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5 days ago 10 3 0 0
Video

separated shadows from the view frustum so shadows of objects outside the view don't pop in/out

just need to add some culling for liquid tiles/volumes now

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5 days ago 11 3 0 0
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Video

still wasn't happy with foliage, needed something. turns out that something was some ambient occlusion

packed 7 bits of density into the RGB/wind data for some cheap vertex AO

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6 days ago 8 3 0 0
Video

as I'm testing new features for my handmade engine, I often doodle random things

here we have SDF testing tar pit, next to the banana beach

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1 week ago 12 3 0 0
Video

things definitely don't always go to plan, especially when dealing with shader math

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1 week ago 13 3 2 0
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many hours later, I think I'm getting there with the look of the liquid volumes.

still not 100% happy with the foam ripples, but this is like the 30th iteration of trying different things

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1 week ago 8 4 0 0
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slapped together a little exp(-absorption * depth_diff) for the liquid volumes

dropped MSAA to make this straightforward, FXAA is fine for the art style

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1 week ago 10 3 0 0

this would have be useful to know for my full-game 3D render I did a couple of years ago

1 week ago 1 0 1 0
Video

added colour support for liquid. for volumes it's a simple RGB per volume

with map liquid, it's a single 128x128 texture per map tile for the colour data

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1 week ago 14 3 0 0
Video

in addition to the dynamic water volumes, also implemented a 64-bit water mask to map tiles

this can be easily painted and is intended for larger static bodies of water like the ocean

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1 week ago 9 3 0 0
Video

here's the water volume prototype in a more sterotypical scenario, rather than a floating cube

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1 week ago 13 3 0 0
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just for testing, triggers can do anything (could be a portal, or a trap, etc), here I'm just testing the a screen shake function with them for convinience

1 week ago 0 0 0 0
Video

very basic prototype for water volumes

most features start this way and build up, iteration is much easier than trying to do a full-feature in one swing

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1 week ago 9 3 0 0
Video

added a little screen shake function, which also means I can show off world triggers as well now

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1 week ago 11 3 1 0
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a man in a suit and tie is giving a thank you sign . ALT: a man in a suit and tie is giving a thank you sign .
1 week ago 0 0 0 0
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a man in a blue shirt with the number 1901027 on the front ALT: a man in a blue shirt with the number 1901027 on the front

now I can finally touch grass!

1 week ago 1 0 1 0

had an idea, foliage density only required the R channel, so used the G to encode a layer ID then doubled that (B+A)

now I can paint up to 255 different types of foliage per map (with overlap)

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1 week ago 10 3 0 0
Video

after a lot of iterations, I've got the foliage system to a point that I'm happy with

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1 week ago 16 3 2 0
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