#Object Spawning w/ Player/Environment Interaction

47 messages · Page 1 of 1 (latest)

barren wing
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Just made an object spawner. For the moment, the objects spawns pretty fast (for debugging purpose) and there's only one kind of object spawning (the power can, which is supposed to give superpowers to players).
What you can see here :

  • The deformation before object spawning
  • Object physics
  • Object interaction with fog
  • Object interaction with elements
    Not shown (perhaps another video):
  • Object interaction with water objects.
hazy vale
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wow this is very impressive, the fog looks amazing, made me think of the recent showcase of counterstrike 2 smoke physics

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nice work

pure birch
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I feel like these background walls look like they're solid and a part of the foreground. Might lead to some confusion depending on how they're used.

barren wing
pure birch
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Maybe darken them or desaturate them, i don't think you need to delete them

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Maybe something like this

barren wing
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Objects are spawning relatively fast. If you take a power can, you unlock your powers for a certain amount of time.

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If you pick something else, let's say, a piece of junk ( gdsweat ) , you can throw it IF you're out of normal attack range. Else, you perform a normal attack.

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A thrown object disappear after a certain amount of time. And i'm planning to add an auto-immune timeout so you can hurt yourself with an object you've thrown.

barren wing
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Note that I need to polish the "Ring of Power" indicator. It should be on top of everything.

surreal crater
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The fog interaction is incredible. Can you point me in the direction of how this was achieved?

barren wing
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Thx.

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The fog itself is a matter of multiple CanvasLayer, viewports and shader driven viewport textures fed Sprites.

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In the shaders, i have integrated an multiple interactor mechanism using homemade RGBA16 gradient textures has dynamic array uniforms.

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At the end, if i want an object to interact with the fog, i just have to add it to a group (there's several groups depending on the disrupting/emitter effect). One or two methods have to be implemented by the object script.

barren wing
barren wing
hazy vale
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man your visuals are very impressive, nice work

barren wing
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Objects are now impacted by powers like "Explosion" or "Vortex" (not shown here).

barren wing
barren wing
barren wing
barren wing
barren wing
barren wing
barren wing
barren wing
barren wing
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The knight in ghost mode possesses El Blobo. When the ghost mode ends, the possessed El Blobo dies.

gusty marsh
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how do you make the smoke/fog?

barren wing
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Navier-Stokes simplified algorithm. I had to modify the engine to be able to use 2D HDR viewports and coded a module about headless HDR textures (a bit like a Backbuffer, but different).

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And also, some tricks to make interactive fog so that players and objects can interact with it.

gusty marsh
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nvm I take back my question :
(eh algo)

gaunt dock
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fascinating

inner schooner
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Lmao I need a tutorial on that

barren wing
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Those are my entry point to make this effect.

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And lots of tweaking, choosing the right constants values.

gaunt dock
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Thanks for the references, bookmarking for when I'm ready to fall down a new rabbit hole HuTaoWow

gusty marsh
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oh god lend me some brainpower