I can't seem to escape the cycle of creative binge and then burnout. I live in fear of the burnout phase, but I can't seem to stop myself from obsessively working when I'm not in one. I have ADHD and am strongly suspicious of autism. Anyone out there have advice for me?
Been experimenting with heightfield-based water surface simulation, dissatisfied with the usual "ripples on a puddle" look that such simulations usually have
@Squares82532714 I certainly haven't abandoned it, but it isn't my main focus lately. I am still working on it but progress has been slow as it's in the process of a rewrite.
A lot of the time I write/modify equations based on vibes. I'll end up with a solution and not know exactly why it works until I prove it to myself later. Is this a self-taught thing, or do formally educated nerds also do it this way?
@noscoper_sans @_Raptorr My main focus is game development, but I have been working on it on the side. I did reach a bit of a dead end with my latest work on it but I'm exploring some new options.
Here's how my #GodotEngine runtime procedural landscape generation is turning out. There's still a ton to do but I'm pretty sure I'll be able to meet my performance target which is exciting!
@BattleAxeVR@kldclouds I've definitely given that some thought, but I think doing vector displacement might increase the complexity of erosion and queries for collision too much. Erosion might not be too bad, but thinking about having to search the displacement map for spatial queries freaks me out