@SPGMedia101 Honestly, I'm burned out and I don't really believe in my game anymore. It's not about money. It's just sad that people won't see what I put so much into, the thing that fascinates me.
Still, I'll be glad if anyone gives it a couple of minutes.
https://t.co/P69BfYFFBZ
Thanks! Nothing is ray-marched. Lensing is analytic: for every pixel
of the sky we bend the view direction with a closed-form fit to the
exact Schwarzschild deflection (within a few percent of GR) and do one
cubemap lookup, so it costs about as much as a regular skybox. Inside
the horizon it's even cheaper: light has no turning point there, so
the view depends only on distance and angle and has closed-form
solutions.
To be clear, mass inflation itself isn't simulated in real time: the
Cauchy horizon part is built from published results (Poisson–Israel,
Hamilton–Avelino) and turned into visual and gameplay rules.
The hardest part was the line between a game and a simulation. What
ships in November leans playable, for people who aren't physicists.
Over the next year I want to add a mode with those concessions
removed: the descent exactly as the equations give it.
Not a native English speaker, so sorry for any odd phrasing.
I spent the last year building a black hole you can fall into.
Not a backdrop. Gravitational lensing, the photon ring, mass inflation
at the Cauchy horizon.
Event Horizon Research - 4 November.
#indiedev#gamedev#blackhole