Finally got an updated video of my planetary water tech, still so far to go but loving it bsky.app/profile/herr...
Finally got an updated video of my planetary water tech, still so far to go but loving it bsky.app/profile/herr...
For those who didn't get to see it yesterday at GGDev, here's the next stage in my notsurewhatthegameisyet game , titled "No Man's Ocean" X "Super Mario Sunshine" youtu.be/fPraLQTuoMk?...
The month of love certainly didn't disappoint, great turnout and great company at The Drummond GGDev
Following on from the fantastic Guildford Games Festival on Friday the GGDev Drummond Pub meetup is tomorrow (Tuesday) at 7PM, with another sneak peak on the next stage of my "No Man's Ocean" X "Super Mario Sunshine", notsurewhatthegameisyet game
It's February, the month of love, pancakes and the new season of Sprinter, all the Hopes and Dreams of Spring but with the Jaded Bitterness of Winter. So come and share the love at the next GGDev on Tuesday 24th February at The Drummond Pub, Guildford, from 7PM
Nice, did the same for my ocean tech, it becomes a slippery slope of constantly fiddling to get it to look good close up/little water compared to full oceans. I recently added bioluminescence based on water velocity, looks soo nice when terraforming or adding/removing water. Need to do a video of it
One of the biggest hurdles I had to get around was the stability issue with my ocean water simulation, especially as huge asteroids can land in the ocean kicking up huge waves, a lot of capping and fixing timesteps (even if it means running the sim on compute multiple times) sorted most of them
Really impressive, was the first machine I used assembly on properly before hitting the demoscene on the ST/Amiga and was thinking how I'd do that with each screen on the C64, loved it..
Last video from me in response to the question from last night's GGDev "Can you dig a hole in the ocean floor and watch the ocean drain into it ?"
www.itsallagame.com/files/OceanH...
Really enjoyed the video, done the same things recently on my own tech for my games but for increasing my planet from 800m radius planet to 8000m and adding dynamic flowing water, lots of fun problems to solve along the way
Update on your shader in my project, planet now 10 times bigger with real-time terraforming and real-time flowing water
bsky.app/profile/herr...,
and here's what happen if you let the water "fill-up" the planet
bsky.app/profile/herr...
Ok, fair enough, someone said "not really an ocean mate, barely a lake in the video! ๐ ", and they're right, but if you don't terraform the landscape to stop the water it will eventually fill up resulting in the preview below (sped-up as it takes too long to fly up otherwise)
GGDev tonight at 7PM at The Drummond, includes sneak peek/play of my "gamejam on my own" 4-week Godot game and an updated video of my "don't know want the game is yet" tech with improved planetary dynamic ocean simulation/rendering & PCG dynamic landscape (preview below)
Took a break over Christmas from using my tech/engine/editor and created a game in Godot after hearing good things. Not only was the engine fast/iterate but felt so natural to use. Finished the game in 4 weeks including learning the engine from scratch, a testament to how easy to use the engine is.
James was always a clever little sausage !
Yeah, basically scan-line based interrupt driven colour changes, also had an Amiga and was part of Pseudo-ops demo crew on there so was constantly trying to create the same effects on the ST that I created on the Amiga demos
There's about 20 different screens in the demo (I think the vid only shows 1 or 2) but you have to find your way through the maze of rooms, we nearly won an award for the demo but people got so frustrated with trying to find the rooms it lost out ๐ญ, oh well , you live and learn ๐
Was indeed from Cadaver by The Bitmap Bros. and I think I nicked the unicycle from an Amiga Format cover disk in the early 90s where Bullfrog had a programming tutorial with a unicycle, little did I know that I'd be lucky enough to work there several years later as a Technical Director
I loved this game so much I hacked it to grab the GFX to use in one our megademos on the Atari ST youtu.be/M09Bd8y3B94?...
I feel your pain, a streamer played my God Game and the action for digging up mana was super slow, they were saying "god I wish this was faster" and I, almost crying "that's not how it should be , it should be faster !", stayed up late fixing the bug, was due to ultra high refresh rate monitors !
Wow , haven't seen this before on the GBA, really impressive stuff !
Just finished getting a variation of this to work on my planet tech for the next iteration of my game, so happy I now have superfast PCG (not as fast as yours as I also have to calculate the physics & pathfinding info) but can still PCG the entire planet in around 32 ms on a 980 Ti #procgen #meigigu
I spent some time creating some tech on the GBA to get my own version of this but stopped it once I got hooked into writing the voxel landscape tech for 4X4 Offroaders on the GBA
You and me both, started on the trusty Philips Videopac G7000 (Magnavox Odyssey 2) with an odd computer programmer cartridge
Use the geometry shader and you can pass over 1 vert per particle and then in the GS create a camera aligned 4 vert particle
My game engine is predominantly single threaded, although my audiocapture, audiostreaming, opusstreaming and LUA script parsing systems are in separate threads. However most of my game logic nowadays is performed on the GPU through compute and that is massively parallel