Mind the shelves and pardon the mess!
Setting up pathfinding and navigation for my upcoming shop management game.
Stay tuned for updates!
| Github | https://github.com/claudijo |
| Itch.io | https://claudijo.itch.io/ |
Mind the shelves and pardon the mess!
Setting up pathfinding and navigation for my upcoming shop management game.
Stay tuned for updates!
Prototyping some water splash visuals for my bottle flipping pixel art platformer. Free browser demo at https://claudijo.itch.io/bottle-flip-dreams-demo (mobile friendly).
Hoping to add some eye catching "juice" to the game loop :)
Here I've used Matthias Müller's Flip Fluid algorithm implementation (https://www.youtube.com/watch?v=XmzBREkK8kY) with some added handling of tank movement and rotation.
Written in #rustlang using the #bevyengine and made with ❤️
Happy new #gamedev year!
Just finished up the first demo level of Bottle Flip Dreams, my physics-based bottle flipping platformer. Yay!
Try out the free browser demo on https://claudijo.itch.io/bottle-flip-dreams-demo and let me know what you think.
Enough "juice" for a streamer to pick it up? Is the controller too wonky? What is the target audience - Millennials or their kids?
Working on a casual physics-based precision platformer based on #bottleflipping.
Written in #rust using the #bevyengine and the #avian physics lib.
Browser demo: https://claudijo.itch.io/bottle-flip-dreams-demo
Game play video: https://www.youtube.com/watch?v=X3KJqViRPaM
Blast from the 2010s... Working on a bottle flip game prototype with (somewhat) realistic physics.
Written in #rust using the #bevyengine and the #avian physics lib.
Apparently gazillion of teeny water particles in a bottle can be simulated by just having two huge ones when tossing a container half full of liquid up in the air.
Demo: https://claudijo.itch.io/bottle-flip
Source: https://github.com/claudijo/bottle-flip
For something like a paddling pool, the height-field wave sim is really a great bang for the buck algo.
Divide the surface into a grid. Keep track of the vertical acceleration, velocity and height for each cell.
The acceleration for a cell is influenced by the height of the four adjacent cells.
curr_accel = wave_speed_sqr * (north_heigh + south_height + west_height + east_height - 4 * curr_height) / cell_size_sqr
Integrate à la semi implicit Euler and presto!
Just published an update to my video game prototype Pirate Sea Jam written in #rust using the #bevy game engine. Also check out the corresponding dev log about #sailing physics simulation.
https://claudijo.itch.io/pirate-sea-jam
https://claudijo.itch.io/pirate-sea-jam/devlog/737807/part-10-sailing-physics-simulation