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Items tagged with: indiedev
First tests with splatting cloud particles into a 1k texture and sampling it to generate the final clouds mesh. Particle sizes are intentionally small for testing, funny how they look like little pieces of dough 😅
#indiedev #gamedev #indiegames
River generation progress: fixed the "aqueducts" and weird mountain cutoffs, added occasional sand river banks. Still got a ton of issues to solve, though 😅
Added plots for seasonal temperature & precipitation over the selected point on the map (left side of the screen)! It's cool how some areas have +/- uniform precipitation while others have their true monsoon seasons. The temperature curve looks the same everywhere though...
#indiedev #gamedev #indiegames
OK, distraction project is over, I'm back to the village building game. Notice anything strange? I think my sun shader is subtly off... 😅
#indiedev #indiegames #gamedev
Aaaaalmost finished with the water stuff. Right now debugging why frustum culling, while working perfectly for the terrain chunks, fails for the water chunks...
#indiedev #gamedev #indiegames
I think the new chunk-based water simulation is almost done! Still need to deactivate stale chunks & update the lower LODs, but the base sim works perfectly now, integrated with water bodies created by the world generator.
One 16x16 water chunk takes ~3us to update, so I can update, say, 300 of these in under 1ms, which is pretty great. I was planning to optimize it further with SIMD, but I guess I'll postpone that a bit, it already runs fast enough.
#indiedev #indiegames #gamedev
I'm not 100% sure but there might be a tiny bug somewhere in here... Last time I checked pouring a bucket of water didn't create tsunami 😅
#indiedev #indiegames #gamedev
Sometimes when I'm working on the game it generates some crazy map and I get instantly distracted and just fly around enjoying it
Like look at this huge awesome bay, the entrace split in two by an island 🤩
So I've finished a huge refactoring and everything works exactly as it did before and everything looks completely normal
#indiedev #gamedev #indiegames
I've been refactoring a lot in preparation to more work on the water system, and here's the state I'm at right now 😅
Sooo initially the idea was that stone paths and similar floorings make movement faster. Now I've noticed that moving on them is actually slower.
The thing is, I haven't even started implementing this mechanic yet... 🤣
#indiedev #gamedev #indiegames
Finished refactoring water rendering to use the same chunk-based LOD system as the terrain, with frustum culling and async loading and stuff. No more missing chunks & holes & flickering, everything works smoothly! 🥰
#indiedev #gamedev #indiegames
My dynamic water system is currently somewhat independent of the large-scale water created at world generation, which leads to some fun stuff like creating a layer of water...underneath existing water 😅
#indiedev #gamedev #indiegames
First tests with large-scale water (just rendering, no simulation ofc). Pretty much everything's terrible, a lot of work ahead 😅
#indiedev #gamedev #indiegames
For optimization, I don't want to simulate water in a steady state (e.g. this lake), but a flat water surface is boring. So I made the vertex shader add random periodic offsets based on vertex pos hash and it seems to do the trick 🥰
#indiedev #gamedev #indiegames
Love modern graphics APIs! Need access to neighbouring vertices in the vertex shader? Just replace vertex buffer with a read-only-storage buffer and everything works 😂
#indiedev #gamedev #indiegames
Realized I can use dual-source blending to implement proper absorption for water rendering (needs separate per-channel alpha values, thus dual-source). That's probably an unnecessary complication, but imo it looks much better, so, whatever, we roll
#indiedev #gamedev #indiegames
My water simulation method (virtual pipes) is incredibly stable, but it too suffers from the CFL condition, and behaves really creepy when I increase the simulation dt by a factor of 16 👻
#indiedev #gamedev #indiegames
Chickens now lay eggs! By default they just drop these on the ground, but you can build some nests which they will use instead. The animation needs some tweaking though 😅
#gamedev #indiedev #indiegames
Still not happy with my weather simulation. Hard to balance interesting moment-to-moment behavior vs predictable average climate (important for game design).
Guess I'll put it aside for now and return to it after I make the goddamn devlog, lol
#indiedev #gamedev #indiegames
🚀 Big news! Seeing the huge love for cozy games, I’m rebranding Precursor into Friendly UFO Helper! 🛸✨
A game where you use advanced alien tech to assist tiny humans—whether it’s simple deliveries or saving the day during lil’ disasters. Stay tuned for more! 👽💖 #CozyGame #IndieDev
Accidentally pushed one atmo simulation slider to extreme value and thought it's sorta neat, so here have a result while I finish some more gui.
#Precursor #indiedev #indiegames #screenshotsaturday
When dealing with incoming enemies I will most likely let player to either wait till they arrive to you (so you fight in area you've picked, however risking damaging key point of interest during the fight) or counter attack and meet them in the fields.
I am leaving for vacation in few hours and I wanted to post something before I go, so this is even more WIP than usual. See you all in about a week.
#Precursor #pixelart #indiedev #indiegame
layer image size is infinite thanks to tiles
#opengl #indiedev #gamedev #opensource
This is, of course, wip, but let's see how it goes. Trees near the game plane are going to be destructible. There were multiple ways to approach it, including simple softbody simulation, however, I've decided to stick with the hybrid approach.
Most of the heavy lifting is done by the GPU. On the CPU side, there is a simple spring simulation and, of course, an extremely simple four-vertex body simulation for a short period of time when the tree gets snapped.
#pixelart #indiegame #indiedev