We have our first stable version of our new multithreaded version of Jiggle Physics for Unity!
I am excited to be able to offer this free and open source under the MIT license. If you use it to make something cool I'd love to see!
#Unity3d#indiedev#OpenSource
I got to work with some kick ass devs on Horny Haunts! The game is finally up on Steam! It's a platformer where you try to get to your date without getting.. distracted..
Please give it a wishlist if it looks like the kind of thing you would enjoy!
I've been cooking up a new feature for the character create for my next project.
Follows the same pipeline as before so no performance cost once the texture is generated, and virtually no layer limit. This should make it a lot easier for players to depict their own OCs.
@Zentasm Archipelagates will still be getting content updates moving towards its completion, though it's tech is all in place at this point. This is a prototype for the next character create project.
@JosuWells Make sure you save the NPC with a name (bottom right) and not just save the appearance. They show up on wild islands, but it might take a while to encounter them.
@CodDaDumbie Log in to your itch account and select download on the games page or from your library.
I also recommend the Itch App! It makes updating automatic or 1 click!
@DraconianDevill@wolfkali18 Oof, well I have nowhere near that resources those studios do, but I do my best to keep the computational needs of the game reasonable.
@lewd_proto It is actually quite performant! We put in a lot of work to make sure it didn't lag people.
It is more likely to run out of video memory and have splats disappear on low end graphics cards than it is to drop framerate on a machine that can already run the rest of the game.
@gyat_io Thanks!
The grass is generated at runtime. The vertex data from a couple of grass variants gets scattered across the world triangles, masked by up facing and noise, and added to a new grass mesh that is layered on top. Each world geometry section gets one generated grass mesh.
@Alexofp Yea you pretty much nailed it. Both flying fluid and fluid on surfaces get written into buffers SDF style. For surfaces there is a shader function that blends a fluid layer over top, and there is a full screen URP render pass that renders flying fluid.