| homepage | https://kenny.wtf |
| homebase | NYC |
| homepage | https://kenny.wtf |
| homebase | NYC |
I finally got round to writing that blog post y'all were badgering me about! Finally revealing how those waves are made 🌊
https://frozenfractal.com/blog/2026/3/27/around-the-world-30-making-better-waves/
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen

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've published my first pass at a React API for #HelloTerrain, available now on npm. It's a lot easier to use when developing a react-three/fiber scene. Try it out!
I've uploaded a small example of a world you can walk around in, using the raycast and terrain query API of the terrain library to power a simple character controller. Go have a stroll!
https://hello-terrain.kenny.wtf/examples/raycast-character-controller
Raycasting character controller + terrain heightmap stamps
(from https://github.com/Roland09/Terrain-Stamps )
Terrain raycasting API is working so well~ First time I've ever been able to embody a character and walk around one of my terrain scenes!
My hello-terrain library is finally getting picked up by game devs :)
Managed to fuse @runevision's erosion shader (sampled on a sphere) and @lisyarus's SWE Virtual Pipes fluid sim. It all works on a Yin-Yang chimera grid.
The fluid sim runs on two 1x3 storage textures (in this case 1024x3072) which are then mapped on the 6 faces of a texture_cube<f32>.
The exchange shaders between the Yin-Yang scalar and vector (MAC) grids works with simple bilinear interpolation.