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(1 edit) (+1)

Looks superb

i'm Having 30fps running stable with RTX2070 SUPER & Ryzen 7 3800X & 16GB ram

the water looks too much like jelly, staying on vertical wall's surface no problem, also it tried to swim and i made a big wave wich took me down to the bottom of the water, with all the movements of the water i rly thought i was drowning, very realistic.

could you add controls, and maybe map editor in the future?

Also mouse movement is kinda bad, i'm having stutters when trying to look aroundwith the super low default sensitivity.

EDIT: i played with it a bit more and i have to say the water physics other than the issue i pointed out previously are about 90% correct, the only thing being that it is slower than real water, probably because of the particle's size

Great work, continue like that !

(1 edit)

Thanks for the feedback and providing the performance numbers.

Yeah, the water looking like jelly is still something I'm trying to figure out. I may just need to put solids on a separate velocity field from liquids so the particle velocities don't blend together. But sometimes it can also be useful, like if you mixed water with dirt you might get mud naturally. On the rendering side, I may also split the opaque and transparent objects and use screen-space reflections/refractions in conjunction with the voxel-based lighting.

I'll also work on improving the controls and fixing mouse movement. I think the way I multithreaded made it so that the times the mouse movement is measured are a little jittered.

I might be able to improve the speed further by taking advantage of AVX2 and improving the multi-threading efficiency. I'm also seeing some improvements moving things over to DirectX 12. I'm going to be experimenting with Async Compute and Copy to more fully utilize the GPU.

Thanks again, stay tuned for more!

EDIT: And yes, I definitely plan to have a map editor and really want to make it easy for players to bring in their own user generated content.

good luck, i'll be following along