Small text only update to my game:

I've now used my terrain scatter system to scatter little fish all over the place. This striked me after I started placing dozens of fish manually.

Also: I started working on procedural fish animations to be able to animate (small) fish without the need of rigging and actually keyframing them. I'm bending theire geometry for that. It works for small fish as they will not get too close anyway. I might also be able to use it to bend bigger fish when they take corners.

I've added more rocks for bigger cliffs for the deeper parts.

Images will follow. I'm also planing to create a real devlog on itch.io and my personal website
https://anzui.dev as things start to get more serious now.

#diving #godot #godotengine #fish #gamedev

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And here is a screenshot showing the fish.
I've now had to remove my fish "bending" as it was hurting performance way to much and hat do rig and animate the fish manually. Turned out it was not to much of work as I was able to reuse animations for all fish.

#godotengine #godot #diving #gamedev
@der_On You can bend fish in the shader, it's pretty convincing for anything smaller than a meter long and nearly free!
@view true. Do you eventually have a link to a shader doing something like that? I'm still fairly new to shader coding. I think it would make sense to use a combination of rigs and shader based bending.

@der_On I've put together a few in Unity, I'm sure Godot has similar setups. Essentially you just use sine(time * length along fish) to adjust the local X location of the verts. It's entirely on the GPU and largely free, you don't even need a rig, it works fine on small static meshes.

Here's an example on ShaderToy:

https://www.shadertoy.com/view/llcSz8