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Game Development
Blog

Feb. 25th, 26

          First entry to a new thing. Gonna be documenting my thesis project, currently titled "Rune Hook". It is a semi open world format, that revolves around fishing and magic. 

          Currently, I am leading as the main tech and fx artist. My first big tasks to figure out are the water, buoyancy, weather, and whirlpools. I decided these elements would be best to tackle now because I want to set a layout for the functionality of the game. A lot of the game will occur on water, and having a strong understanding/foundation would really be bentifitial.

          I have been learning a lot about water in video games, and followed the tutorial of a great artists name DeathRey. The waves were fft, running on a rendertarget system. It looks great, but I ran into problems with buoyancy. You can really run both the fft and buoyancy calculations on gpu, so you would have a run one on each. I have heard of people doing asynchronous calculating, but its a little above my head at this point. Also, the performance of these wave are not optimized at all (I have been sticking to a moto that if it doesn't perform well on my laptop at this stage it probably needs to change). So, I am gonna look into more of the gerstner wave approach, and follow in the footsteps of Ghislain Girardot. 

          One thing I did have sucsess with was the whirlpool. Basically ran some vex code in houdini, that rotated some matrices linked to color attributes, and then blendshaped the texture with some time offsets to make it looping. Then I have been lerping my wave materials with the whirpool texture in the world position offset, which gives me a proof of concept for now.

          Goals right now are to get this new wave up and running with boat buoyancy, sort of need to trail off from the whirlpool stuff right now.

WhirlPoolTest-ezgif.com-optimize.gif

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