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AppGameKit Showcase / AGK World Builder

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Rick Nasher
1
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 12th Feb 2019 16:47
Seen your vid on YouTube and I like the way the character stirs the grass patches while walking through.
Always wondered how that would work, but I'm guessing collision with individual grass patch objects stored in an array?
Santman
7
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Joined: 15th Sep 2011
Location: Inverness
Posted: 12th Feb 2019 17:28
It's quite basic, but at least it adds some interactivity.

There's probably a lot of ways, but that's all done in the shader. I'm just passing in the location of the player, then moving the vertices an amount based on the relative distance to the player. Much faster, but I need to adjust it to account for the larger flowers as at the moment grass moves only at the feet.
Santman
7
Years of Service
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Joined: 15th Sep 2011
Location: Inverness
Posted: 12th Feb 2019 17:29
I've been working it in my head, think I can add Red dead style interactive snow. One for another day.
Rick Nasher
1
Years of Service
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 13th Feb 2019 11:28
That'd be pretty awesome cowboy. cool as an
Santman
7
Years of Service
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Joined: 15th Sep 2011
Location: Inverness
Posted: 14th Feb 2019 02:20
We'll see....may do it as a standalone tech demo one day and just fir it out there to see what people do with it.

For now, another little update:
14/02/19
• Improved camera clipping routine for game character
• Added basic grass interactivity – now moves when the player character is within a certain distance
• Added detail laying to landscape – paint directly onto the landscape to make every part totally unique, with solid colours or actual textures!
• Fixed camera issues – no more “judder” or clipping, camera no longer gets stuck in the ground
• Fixed grass to render colour texture under the plotted grass only
• Fixed tri-planar projection to use pixel lighting and work with shadows
• Fixed water shader to use lighting correctly at night
• Fixed saving to include grass maps
• Added ocean height map and shore foam
• Added ocean wave height based on height map

The video below shows the automatic coastline generation is action (on a low quality 1024*1024 resolution), based on a generated height map. Waves height adjusts based on proximity to the shore as well, so it’s choppy out to sea, and calmer near the shore. I feel this adds far more "life" to water. Later I’ll make it interact with the player as well (going to add a boat).

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