The result is supposed to be orange tile bottom left, and a small boat top right.
The algo at the last possible frame: NO I CHANGED MY MIND
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@Demruth Does it work with multiple collisions inside the portal on moving objects? For example if you stack a bunch of small balls in a pyramid inside the portal?
3/3 - And here are the results.
It uses sockets to find tile compatibility.
The small boat is the set of tiles that are picked when surrounded by "nothing".
The others are still placeholders blocks.
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Sorry for no news, I've finally managed to move the code to C++. So now it is mostly instantaneous.
It also works asynchronously and with multiple algos working at once.
If they intersect it will work.
Here is the new algo with delays:
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This is something I wanted to get done for a while already. Balloon surfaces now have a better interaction with the lighting. Sorry if I am terrible at moving the sun position with the mouse.
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Same scene but different time. You can see the clouds here, as well as a weird bu- FEATURE that highlight them when occluded by rayshafts.
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1/
Making steady progress on the game - created some prototype models to iterate upon.
I will make other models and pick the best. In the meantime here it is for posterity.
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