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Posts by marccus
I'm so glad you two enable each other
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:D thank you so much!
Thank you!
Thank you! :D
๐คฃ you get it, you get it
๐ I'm glad you like him!
I'll put you on the list ๐โค๏ธ
digital illustration of my OC Ox
Adding another guy to my fictional hockey roster
Ox (oscar) is one of the older guys on the team, but he aint slowing down any time soon ๐
Yep, I'm still working on that game (clearly it's not a visual novel anymore ๐ ) but it's the same project
The two truths:
1) There is nothing wrong with porn, let people safely make it, let people safely enjoy it.
2) If you let people define porn as bad, authoritarians will ALWAYS expand the definition until their hands are around your neck.
Suddenly I love mondays !!!
Just pc for now. I've tried unity, unreal, and godot, godot was the only engine I tried out where learning how to program wasn't too daunting (gdscript is the only language I've learned), but yeah, plenty of drawbacks to using godot as well ๐ I like it though
and even then, the arc of a falls is a result of the volume and velocity of the water versus the height of the drop (and the terrain surrounding it). I guess it surprises people online that sometimes the work they're criticizing has more thought put into it than they thought ๐ oh well
Every waterfall in every game, absolutely
My bad ๐ basically, performance wise, this tool isn't being used at runtime, so I can make the entire waterfall and then save the result and put it into the scene without having to simulate anything, so it's not more taxing on people's GPUs than any other 3d shaded object in a game
Yeahhh it's a major issue. This approach is currently using opaque materials with masking for exactly that reason ๐
Or that creating 1:1 realistic simulations of waterfalls in a real time game environment is so far beyond the realm of indie game development, especially when targeting performance
I blocked him lol, I had actually typed out a thoughtful reply but judging from how he responded to you I figured that would be pointless
I know how waterfalls look :) recreating waterfalls for a real-time video game environment that doesn't involve computationally intensive particle simulation means that you have to find alternative methods for creating the semblance of what you're trying to make, true 1:1 realism isn't attainable
So once this is generated, it all gets condensed down into just a couple of meshes that each only have one material each, and I have control over how many quads are being used to make the different elements, so it's pretty performant in the first place but is easily adjusted for more performance
I've been working on a tool for my godot game to create waterfalls based on the collision of the terrain, still have a lot of refinement to do, + tuning features and additional effects (like base splashes) I'm planning to add to the tool, but I'm already pretty happy with the results its producing!
This week over on Patreon, Hutch gets to work and gets to meet some of the locals in Arrow Gulch, and Gilbert says something to him that leaves him hot in the face: patreon.com/kengofiction
Neverrrr
very normal and innocent perspective, I promise
Thank you!