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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Posts by Kru
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
implemented invisible walls. the work the same as normal colliders except they're authored entirely in-engine and are ... well, invisible ๐ป
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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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yes, almost always
improved static collision to handle slopes better. it's all coming together slowly but surely
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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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day 2 experimenting with rigid body physics, the cubes are merging to become sentient life forms
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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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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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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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time to start tackling physics, starting off simple with the good old (new) fashioned capsule and terrain snapping
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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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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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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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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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things definitely don't always go to plan, especially when dealing with shader math
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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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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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this would have be useful to know for my full-game 3D render I did a couple of years ago
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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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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here's the water volume prototype in a more sterotypical scenario, rather than a floating cube
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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
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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added a little screen shake function, which also means I can show off world triggers as well now
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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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after a lot of iterations, I've got the foliage system to a point that I'm happy with
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