Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.
#GodotEngine #Godot #GameDev #IndieDev #IndieGame #ProceduralGeneration
Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.
#GodotEngine #Godot #GameDev #IndieDev #IndieGame #ProceduralGeneration
@thomastc Nice! The pixel art feels really really cool there.
I think we're doing waves the same way. Eager to hear how you're dealing with changing wind directions. (I’m just sending waves in every direction and dampening ones not aligned with the wind. :D)

I previously blogged about how I’m modelling and rendering water waves in the game, but that was in the previous incarnation on a sphere. I’ve finally ported that over to the current version, and made some considerable improvements along the way. People told me it looks good, and I tend to agree. Let’s dive in!
@thomastc Hell yeah, looks great!
You have WAY more waves than I could ever run, but I’m guessing you're simply skipping over the ones that are inactive, so performance stays quite good in the end?
@thomastc Ah so they still live on the CPU… hmm.
I have 21 always-active ones on the GPU. About half of them are always so dampened they barely have any effect.
Now wondering if it would be feasible to stay on the GPU, increase to 34 or 55, and try to save performance by early-exiting the ones that are very inactive.
Your way would definitely be more responsible though. :D

I previously blogged about how I’m modelling and rendering water waves in the game, but that was in the previous incarnation on a sphere. I’ve finally ported that over to the current version, and made some considerable improvements along the way. People told me it looks good, and I tend to agree. Let’s dive in!

I previously blogged about how I’m modelling and rendering water waves in the game, but that was in the previous incarnation on a sphere. I’ve finally ported that over to the current version, and made some considerable improvements along the way. People told me it looks good, and I tend to agree. Let’s dive in!