Why have static water, when we can have flowing water?
Flow simulated on CPU, waves and caustics rendered on GPU using single Perlin noise texture and definitely too much math. All realtime of course.
#gamedev#indiedev#beardedtd
Playing with a water shader: surface-level diffuse and specular reflections + caustics projected onto the terrain. Looking pretty good for only using a simple Perlin noise texture.
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@MartinDotNet Any tips for how to put more effort in to up our chances (and make your job even harder ;)) next time?
How long/detailed of a description do you like to see? What should it contain? Does it help to give details about me/my qualifications? Do you prefer new or already given talks?
@quasidog1 Clerics combine heavy armour and proper spell casting. Healing is as essential to them as to other classes. It’s great to have some in the party, but there is plenty other roles they can fill.
@CodeLumpN @CasualEffects It scales very very well, and can be parallelised trivially! I did it: https://t.co/3mIbTL7xlu (see recent tweets for gifs) but I think Morgan is looking for a side view, not top down. Though perhaps the same approach could be adapted still.
Here it is with less texture, more sketch-ure. I'm starting to think that shadows should always be filled with screenspace *something*, because that's a very pretty thing to do to shadows.
@CarnivorousMeat@d_percentile Unless attacking uses limited resources (spell slot/ammo) in which case making sure you hit one attack can very much be worth two actions. Nothing worse than missing a 5th level Guiding Bolt or wasting that Arrow of Slaying.
@Atrix256 I go "breadth first" a lot. Really requires being in the zone, since you have to keep so many different things in mind. Can't judge if the result is better or worse than a more organised approach. Sure can get a lot done quickly, though, if you know what you're going for.
@BarrySkellern Disclaimer: i haven’t actually played any of them since 1404, so can’t be 100% sure how representative they are. But from what I’ve seen, it’s close enough.
@BarrySkellern I got a lot of nostalgia for 1692 and 1503 but unless you have a windows 98 machine standing around, you’re probably better off trying 1701 or 1404, both quite decent. If you do, consider checking both campaign/scenarios and endless mode, they can appeal to different people.
@EricLengyel Right, I considered only a single vertex. I now see how quite complex polygons with many concave vertices can fit this criteria. The one thing this reminds me of is how star shaped bastion fortresses were built to cover all their angles... no idea if that’s at all helpful :D
@EricLengyel This is... polygons with all interior angles <=270° or ‘outside angles’ >90°? Between acute, obtuse and reflex angles, i don’t think there is a good name for these... But maybe something like.. outwardly obtuse polygons? Obtusely concave polygons?