honestly, you could have zombies coming out of the ground, or even have bosses or something else appear instead of just zombies
you wouldnβt even need to actually break apart a bunch of complex meshes or the floor itself
If you just place a viewport on top of it, it can look pretty convincing
just to clear up some confusion, yes this is actually using a ViewportFrame
the real floor isnt being cut or made transparent. its still there exactly as it was
basically the viewport acts like a fake window into another 3D scene. inside it i render the crack walls, the space under the floor and a visual clone of the character
the reason it doesnt look like a normal rectangular viewport is because im masking the rendered area to the shape of the crack. im using EditableMesh for the irregular crack geometry and mask, but EditableMesh itself isnt what makes the viewport work
the viewport camera is also updated based on the real camera so the perspective lines up with the floor. thats why when you move around it actually looks like theres depth under the floor instead of just being a flat texture
and yes ViewportFrames do have lighting. they have Ambient, LightColor and LightDirection. what they DONT do is automatically receive every light and shadow from Workspace
im reading lighting from the actual scene and approximating it inside the viewport, so if theres purple lighting nearby for example, i can make the inside react to that too. its not literally the same renderer or a perfect copy of Workspace lighting
the character inside the crack is also not the real character clipping through the floor. its a visual clone inside a WorldModel that follows the real character's pose and position
so basically
real floor stays untouched
ViewportFrame renders the fake space underneath
EditableMesh handles the crack shape/masking/interior geometry
viewport camera matches the real camera
cloned character makes it look like the actual character is coming out of it
lighting is approximated from the real scene
so yes its a ViewportFrame, its just being used for something other than the usual inventory character preview
SO PLEASE JUST BEIEVE ME π
@programmer_lua@Peteralm_ Yes first video is not viewport frame
i upload third video
and that is real viewport frame showcase
like I said, the first one was made using CSG
@Ince_FS It's a custom hybrid! a shallow-water-style height grid for the pool, plus droplets using semi-implicit euler with gravity, cohesion, viscosity and collisions. merges conserve volume and momentum, then I reconstruct the surface from that state :)
@Michaelicious25 Iβm planning to make it public in the next update
Iβm not sure how many people will actually use it though
I havenβt really optimized it much either DX
@luleooz Itβs because I use three monitors
One is an ultrawide, another has discord and vscode with my source code on it, so I recorded on the third monitor since it was the best one to use for recording