Cody Darr
511 posts

Cody Darr
@sonic_ether
He/Him 🏳️🌈 • Solo Game Developer • Graphics programmer • Creator of SEUS for Minecraft
Phoenix, AZ Katılım Nisan 2014
218 Takip Edilen11.6K Takipçiler
Cody Darr retweetledi

Woooooooo, our tiny game about real-time GI & procgen and shipping Rust & Vulkan is finally out! 🎉🖖🦀
Tiny Glade 🏰🌿 out NOW on Steam ✨@PounceLight
Tiny Glade is out NOW on Steam (Win & Linux) 💗🎉 Thank you so much for following the development and being so supportive of our little diorama builder. We hope you have fun, and I can’t wait to see what you make 🤩 If you post your glades, add #TinyGlade so I can find 'em :D
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@DigiHydra I cranked a coefficient 100x and thought it looked strange/interesting, but yes certainly not like water 😆
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@sonic_ether Yes... and no? I'm sort of worried about what's causing the water to move like that??
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@AHoussainate This could indeed be put in a shaderpack! I'm strongly considering working on this tech to include it in the redesign/rewrite of SEUS.
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@sonic_ether wait might be stupid to ask, but can this be made into a shader x ressource pack on minecraft?
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@Squares82532714 I certainly haven't abandoned it, but it isn't my main focus lately. I am still working on it but progress has been slow as it's in the process of a rewrite.
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@sonic_ether Will you update SUES again or did you abandon the project?
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@noscoper_sans @_Raptorr My main focus is game development, but I have been working on it on the side. I did reach a bit of a dead end with my latest work on it but I'm exploring some new options.
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@sonic_ether @_Raptorr Just a question, will SEUS PTGI come back? Is it still in development or you already moved on?
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@sonic_ether No shadow casting though right? The shapes are amazing.
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Here's how my #GodotEngine runtime procedural landscape generation is turning out. There's still a ton to do but I'm pretty sure I'll be able to meet my performance target which is exciting!
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@BattleAxeVR @kldclouds I've definitely given that some thought, but I think doing vector displacement might increase the complexity of erosion and queries for collision too much. Erosion might not be too bad, but thinking about having to search the displacement map for spatial queries freaks me out
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@sonic_ether @kldclouds Using a displacement map instead of a heightmap is pretty straightforward. I've done it for my own terrain system. It also helps you reduce long triangle / uneven UV mapping related distortions (w/o triplanar mapping).
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