Anyone can play it here:
sbox.game/duccsoft/rop...
The integration and collision resolution happen in a compute shader. I generate SDF volume textures to support mesh collisions.
#gamedev #sbox
Anyone can play it here:
sbox.game/duccsoft/rop...
The integration and collision resolution happen in a compute shader. I generate SDF volume textures to support mesh collisions.
#gamedev #sbox
#sbox
Tech Jam.
Verlet rope isn't too hard, as there are many examples and tutorials online. The part where I needed to get creative was resolving point vs mesh collisions. It's glitchy right now, but I've learned lots about compute shaders.
#gamedev
So the model for the lava is a subdivided box that I "shrink wrap" in the vertex shader by sampling the SDF scene once per vertex.
It may be foolish, but it sounds cool.
So the model for the lava is a subdivided box that I "shrink wrap" in the vertex shader by sampling the SDF scene once per vertex.
It may be foolish, but it sounds cool.
You can play it now: sbox.game/duccsoft/lav...
The lava blobs are SDF spheres with smooth min, ray marched in a shader.
I'll expose more simulation parameters to the player once I make further progress on a certain UI library...
#sbox #gamedev #shader
You can play it now: sbox.game/duccsoft/lav...
The lava blobs are SDF spheres with smooth min, ray marched in a shader.
I'll expose more simulation parameters to the player once I make further progress on a certain UI library...
#sbox #gamedev #shader
s&box is my favorite game engine right now.
Here's an underwater scene I hastily threw together with existing assets. I made some components that use video either as light cookies, or as textures that override a material on a model.
s&box is my favorite game engine right now.
Here's an underwater scene I hastily threw together with existing assets. I made some components that use video either as light cookies, or as textures that override a material on a model.