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parallel-cascades

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A member registered Sep 15, 2023 · View creator page →

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Coming soon, friend. There's a few kinks to smooth out, but see below for instancing performance with 1500 asteroids.

I just published a large update with improved gas giants and rings (I've renamed them to gas giant rings), streamlined and improved custom lighting and baking workflows, and - orthographic camera support.

Asteroid belts will be next.

Asteroid rings are included in the sense of rings around gas giants, sorry if that caused confusion with asteroid belts.

Asteroid belts are a great idea though, they can be implemented with a VFX graph system with a few unique meshes for the asteroids, spawning them procedurally with randomized scales, sizes and rotations. I actually have individual mesh based asteroid generation in a private system, so I will definitely prioritize cleaning it up and publishing it as a system for Procedural Planet Generation.

Thank you!

The static planet shadow on the asteroid ring was a bug: at runtime you need to get the material instance of a material vs the sharedMaterial in Edit mode. That was implemented for all other parts of the framework, but not in the custom shadow code. I'm posting an updated build with the fix.

Orthographic camera is not supported at the moment. We use the camera position and depth texture to make a ray sphere intersection for the corona and planet glow effects. Depth texture should be correct with both perspective and orthographic, but the camera position will not be accurate, therefore causing the visual bug.

 A custom orthographic solution should be simpler than a perspective one in principle, since all objects are the same distance from the camera. So it should be a matter of rewriting the shader with a constant corona radius for orthographic. Barring any other unforeseen difficulties with this implementation, it will be included in a future update.

Happy holidays!