Doesn’t look like a lot has happened this week, although, allegedly making water look worse takes a very very long time.
J I have not managed to do too much this week, at least not on the game, but what has been done is quite cool, if I may say so myself!
Here is the shader to which I’ve added flow (vertex map) functionality, working side by side with the Digital Asset I created in Houdini, as you can clearly see here, the flow map is way too strong, that’s something I will have to managed next week.
I’ve also started working on a custom terrain tool for Eco Tales, that will suit our needs, everything will be built by hand but placed procedurally, in a way that will make sense to all of you readers once I start showing off the assets I have planed.
Suffice to say, there will be no measurements and strict asset height, widths and lengths to fit into a grid based system!
Ack, definitely going to have to send along some attributes to keep walls from being built upon water and similar surfaces!
Houdini… I can’t recommend it enough, can’t wait for the moment when time allows for a deep plunge into simulations of various fluids and destruction!
K Krister is working on his Hip-Hop career currently, this is a graph in Lech form predicting the buildup of his fandom.
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