Oğuz Kağan ŞAHİN

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Oğuz Kağan ŞAHİN

Oğuz Kağan ŞAHİN

@ProBloodyBullet

Technical artist and a game developer currently obsessed with fantasy open-world games and worldbuilding, hoping and working to create one someday.

Katılım Mayıs 2013
883 Takip Edilen550 Takipçiler
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Oğuz Kağan ŞAHİN
Oğuz Kağan ŞAHİN@ProBloodyBullet·
An update from the future. Everything started to come together for our weather and interaction system. Procedural rain puddles are now interactable as promised. The same interaction data will also be used for actual water bodies like ponds, lakes, etc. This method actually allows ripples to be reflected as well, but I haven't been able to feed the necessary data yet. Once that is in place, it will also ensure that ripples are only generated at actual points of contact with the water, preventing them from appearing or spreading in unrelated areas. Besides the ripple normals, I also tried to create a sense of depth by feeding the displacement data into the puddle amount parameter, which drives puddle height. As a quick recap: We got snow and rain as our weather types (I'm considering ash too for volcanic areas by reusing the snow logic), and they respond to each other to some extent. If there are puddles prior to snowfall, for example, they might freeze during the process and then be revealed when the player or any other object interacts with them. Rain comes in the form of wetness and puddles based on the textures' height. In this clip they're mostly opaque, but they actually have refraction and blur, which are also affected by interaction ripples. Snow goes from thin coverage to the desired thickness and is deformable. This is still a WIP, and it will receive a lot of polish, such as ripple sizes, speed, etc. You might be wondering why all this work is going into these systems. My intended end goal for these features, apart from their own contribution, is to boost other gameplay aspects and create a certain feeling for the player. For example, if the player shoots a magic projectile, it will melt the snow and even create ripples on its way to the target. Another benefit is allowing players to experience the same events, quests, etc. under different atmospheric conditions. And honestly, these systems are just really fun to work on. :D #MadeWithUnity #TechnicalArt #Shader #EnvironmentArt #GameDev #Gaming
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Oğuz Kağan ŞAHİN
Oğuz Kağan ŞAHİN@ProBloodyBullet·
@phelesfang I'm glad it helped! 😊 I always worry a little about whether I overexplained or underexplained so this made my day too. Feel free to leave a comment or send me a message if you need anything.
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pheles fang
pheles fang@phelesfang·
@ProBloodyBullet Thank you so much for the detailed explanation! This gives me a much clearer direction to study. I’ll start with render targets, world-space projection, and the Hugo Elias water simulation method you shared. Really appreciate you taking the time to break it down!🥰
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Oğuz Kağan ŞAHİN
Oğuz Kağan ŞAHİN@ProBloodyBullet·
@phelesfang There are some other steps involved for allowing a dynamic camera etc. but this is the general picture and you can use these subjects as a start I guess. If you want to know something specific I can gladly detail it. ++
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Venn Studios
Venn Studios@WeVennStudios·
@ProBloodyBullet Quick water shader for physics tests… which interaction looked most promising?
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Oğuz Kağan ŞAHİN
Oğuz Kağan ŞAHİN@ProBloodyBullet·
Thanks a lot everyone! Means so much to me <3
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