Yedoma Globula has similar gameplay to what you're describing, so you might what to check it out. Cheers! https://bananaft.itch.io/yedomaglobula
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I think the controller direction in VR mode is relative to the head direction since there is no motion tracking for an xbox controller or keyboard. It's definitely more natural to use the Oculus controllers if you have them.
There isn't anything the Itch version offers that Steam doesn't. I think it only makes sense the other way around due to achievements, stats, trading cards, and more that could missed if you purchased only on Itch.
Thanks, I just added Steam keys with purchase, so you'll be able to claim it there too. I don't have the soundtrack available on Itch, but it is coming very soon to other platforms like Spotify and Apple Music.
I have not written any papers on the collision detection used in the game (my main contribution here). However, there are many papers and tutorials already about ray marching rendering and procedural fractals or terrains. Specifically, you could check out the work of Inigo Quilez. But for collisions, I do have a more robust implementation in my python framework PySpace that generalizes the NP function to other SDFs besides Marble Marcher.
Thanks! By the way, there is yet another update with improved graphics, you should get a higher framerate. Also, 'Play' will resume at the last level, you don't have to load each stage from the menu ;)
That's really strange... Just to confirm, it says version 1.1.0 in the main menu, and every level in the levels menu has a time under it including the second page (all the way up to Fatal Fissures?) You do not need to redo the game, if you can see all the times then cheats are unlocked already.
The only feature that affects performance is shadows. You can disable by changing SHADOWS_ENABLED to 0 in assets/frag.glsl (line 34). But as it says in the description, you really do need a dedicated GPU for this game unfortunately.