@IanTCG_Ian@fabtcg We had one of our local ones set to draft and it just didn't fire. The CC one had almost 30 people. Draft just isn't played in our area at all.
@banjoduarte and myself spent a bit of time discussing how the shadows would cast / work. We ultimately ended up getting help from @GN00T who seems to be a wicked shader wizard of sorts. Next step... finishing up the water reflection / refraction.
@ericdaily Yeah this is mostly from scratch I got tables from a normal implementation. All the compute shaders and the indirect rebuild stuff that makes it fast enough is completely from scratch though.
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Got a new #OculusRift just had to make my #voxel project work with it. I guess that replaced renderer did come in handy. Poor quality because this was a gif. Stays solid above 90 and lots of room for improvements. Dynamic shadows next weekend. #indiedev#gamedev#madewithunity
Working on some larger environments and implemented some GPU Occlusion and runtime shadow baking for the #voxel project. Maybe sci fi maybe bladerunner esque who knows yet.
@Agent_Proxy It's alpha cutout and a custom shadow pass to make sure the fade projects properly. Combine that with a bloom image effect and HDR to get the glow. The actual effect is driven by a greyscale texture and local position for uvs since the voxel models have no uvs.
@RazorsEdge_org I do not have a press kit currently. I actually had to google what a press kit was. If you'd like I could prepare a couple things for you tomorrow or you could just use the current couple gifs on twitter. It's currently an untitled project though.
@MichaelBarryUU@madewithunity Yeah but it's arbitrary the walls could be marked as a root and things would stick to the walls as well and not fall so it works in lots of configurations like a tank or something. It runs on mobile but the destruction can be delayed by like 4 frames so its a wee bit noticable.