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Dari0us

4
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A member registered Oct 10, 2018 · View creator page →

Creator of

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Hope you mean system hardware requirements.

It's mostly Ram intensive, due to poor asset distribution.
Also quite GPU demanding.
All the graphics settings are sort of "all or nothing", where the system can either handle everything or it would just be better to run every setting on LOW or OFF.

my best guess would be:
-----------------------------------------------------
-6 - 8GB ram

CPU:
- Quad core processor (2.2Ghz) -- or -- 2-Core 4-Thread Processor.

GPU:
-NVIDIA: Gtx 1050 TI -- or -- AMD: RX 560
------------------------------------------------------
developed on a [Ryzen 5 5600x || RX 6600XT || 16GB ram] .


Thanks for checking out the project, by the way. (Even though it's just a tech demo and i've stopped working on it, in favor of other projects.)

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Let me know how your project goes, i'd love to check it out.

(1 edit)

The original shader was very wonky and only worked in very specific conditions due to the way the texture coordinates were used. Due to your interest, i decided to rewrite the entire shader with better core principles.
Hope you like it.
https://godotshaders.com/shader/glass-shatter-impact-points/

I'm glad i did this, as i know i'll definitely have use for something like this in the future.

Didn't expect to recieve any kind of comments or feedback on this page, so this is a pleasant surprise, especially since it's been about a year since the demo was released.

As for the glass, if i remember correctly, i fed an array of positions to the glass shader, which were used to overlay a shatter texture (Alpha,Normal,Roughness etc), as many times as there were positions in the array. The rest was just scripted hit points and glass particles. I can get into more detail if you'd like, since the whole window / glass system was a bit tricky. (or feel free to ask about anything)

The performance is definitely bad. I was rushing to get the demo done as soon as possible at the time, so i skipped over things like asset streaming (the entire map is one single mesh lol. Around 1.5 million verts), because i wanted to have a playable map ready to go and it ran well enough on my computer. By now i've learned my lesson, but i kinda burned out and stopped working on the project.
At this point, it's more like a tech demo of what i'm capable of by myself. I pushed really hard for the visuals and the atmosphere, but i could only get so far.

Thanks for checking out the demo, i really do appreciate it.