Getting somewhere with my waves rendering.
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Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.
#GodotEngine #Godot #GameDev #IndieDev #IndieGame #ProceduralGeneration
@thomastc@mastodon.gamedev.place that's so pretty! How does it work?
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Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.
#GodotEngine #Godot #GameDev #IndieDev #IndieGame #ProceduralGeneration
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Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.
#GodotEngine #Godot #GameDev #IndieDev #IndieGame #ProceduralGeneration
@thomastc It is already hard to do the waves normally, but in pixel art... they look really awesome! -D.
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Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.
#GodotEngine #Godot #GameDev #IndieDev #IndieGame #ProceduralGeneration
@thomastc oh that looks awesome!
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Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.
#GodotEngine #Godot #GameDev #IndieDev #IndieGame #ProceduralGeneration
@thomastc awesome!!
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Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.
#GodotEngine #Godot #GameDev #IndieDev #IndieGame #ProceduralGeneration
@thomastc DANG that looks good.
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Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.
#GodotEngine #Godot #GameDev #IndieDev #IndieGame #ProceduralGeneration
@thomastc looks great!
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Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.
#GodotEngine #Godot #GameDev #IndieDev #IndieGame #ProceduralGeneration
@thomastc very cool!
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@thomastc@mastodon.gamedev.place that's so pretty! How does it work?
@dfxluna I'll write a blog post later, but the toot version is: a sum of Gerstner waves, fBm-like, for vertex positions. Out pops also a phase angle, indicating where the crests are; put foam around crests and trailing after them. Foam density is thresholded into a static cellular noise texture using smoothstep. The normal map is a weighted sum of four randomly shifted instances of a simplex noise texture, fading in and out to give the fine details.
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undefined aeva@mastodon.gamedev.place shared this topic
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@dfxluna I'll write a blog post later, but the toot version is: a sum of Gerstner waves, fBm-like, for vertex positions. Out pops also a phase angle, indicating where the crests are; put foam around crests and trailing after them. Foam density is thresholded into a static cellular noise texture using smoothstep. The normal map is a weighted sum of four randomly shifted instances of a simplex noise texture, fading in and out to give the fine details.
@thomastc Nice! The pixel art feels really really cool there.
I think we're doing waves the same way. Eager to hear how you're dealing with changing wind directions. (I’m just sending waves in every direction and dampening ones not aligned with the wind. :D)
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undefined oblomov@sociale.network shared this topic
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