@Prune602 I'm not sure what you mean. It's the same data, without the cumulative averaging. Looking at a line chart like this, the usual expectation is that the point at June, for example, displays the average for June, not the average of all the months up to June.
@Prune602 I didn't like the implicit smoothing in your chart. I did my own and got rid of the smoothing. This chart should more accurately display the actual daily loading for each month. 2024 looks now less drastic, but the july dip is still there. idk what to make of it. Hope this helps.
@CliftonB In hindsight it's obvious, but turns out that if you fast forward time, you have to compute all the simulation steps between. I was hoping that I could find an analytic solution for some stuff, but it didn't work.
Just uploaded a new bugfix update for Idu. I found out that the roots were growing uncontrollably and spawning in the millions in some cases. Also fixed the water explosion bug, fov not working, and other things.
Full changelog and DL link here: https://t.co/8u7uSAPJRC
@BricktronicDev That's a fair assesment. Right now you really need to be into either plants or sandboxes to get anything out of the game. And the onboarding is a mess. I hope to change both of these things in the future.
The new update is finally ready!
Main things:
🌊 Added dynamic water physics with currents, streams, waves, vortices, foam and more!
🥦 Added moss simulation
⬇️ Added branch bending and gravity simulation
⏩ Much improved performance
+ a huge amount of smaller fixes
@antonkudin There's a config.txt file in the game folder, it should contain all the keys required for the game. If you're able to map your steam deck buttons to these, it should work. In addition, you need to the scroll wheel too.
How's the framerate btw?
@antonkudin There's a linux binary included as well. Idk about steam deck. I haven't optimized the game to tiled GPUs and I suspect the GPU isn't powerful enough anyway. However, feel free to try and report back how it went!
Extended the water to horizon. I can't afford to simulate the whole sea, so the waves outside the playing area are generated by some simple function (currently just a sine). Tricky part will be blending the simulated water and parametric water.
This is not a joke!
Frogmonster drops TOMORROW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #!
Prepare to become FROG