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Posts by marccus

๐Ÿ˜‡

3 days ago 0 0 0 0

I'm so glad you two enable each other

3 days ago 7 0 0 0
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โค๏ธโค๏ธโค๏ธ

3 days ago 1232 232 19 0
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๐Ÿ’•๐Ÿ’ฆ

6 days ago 1024 140 9 1

๐Ÿ˜‚

1 week ago 2 0 0 0

๐Ÿ˜๐Ÿ’ฆ

1 week ago 1 0 0 0

:D thank you so much!

1 week ago 1 0 0 0
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Thank you!

1 week ago 0 0 0 0

Thank you! :D

1 week ago 1 0 0 0

๐Ÿคฃ you get it, you get it

1 week ago 2 0 0 0

๐Ÿ˜‚ I'm glad you like him!

1 week ago 1 0 1 0

I'll put you on the list ๐Ÿ˜Žโค๏ธ

1 week ago 1 0 0 0
digital illustration of my OC Ox

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 ๐Ÿ˜Ž

1 week ago 1838 307 30 0

Yep, I'm still working on that game (clearly it's not a visual novel anymore ๐Ÿ˜…) but it's the same project

1 week ago 1 1 0 0

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.

1 week ago 8233 3923 24 17

Suddenly I love mondays !!!

1 week ago 4 0 1 0
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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 ๐Ÿ˜‚ I like it though

1 week ago 2 0 1 0

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 ๐Ÿ˜… oh well

1 week ago 2 0 1 0

Every waterfall in every game, absolutely

1 week ago 1 0 0 0

My bad ๐Ÿ˜… 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

1 week ago 2 0 1 0

Yeahhh it's a major issue. This approach is currently using opaque materials with masking for exactly that reason ๐Ÿ˜‚

1 week ago 1 0 1 0

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

1 week ago 2 0 1 0

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

1 week ago 1 0 1 0

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

1 week ago 0 1 0 0
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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

1 week ago 3 0 1 0
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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!

1 week ago 522 53 10 0
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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

1 week ago 8 3 0 0

Neverrrr

2 weeks ago 2 0 0 0

very normal and innocent perspective, I promise

2 weeks ago 2 0 0 0

Thank you!

2 weeks ago 0 0 0 0