Erik

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Erik

Erik

@sweriko

indie dev

Katılım Ekim 2021
563 Takip Edilen3.6K Takipçiler
Erik
Erik@sweriko·
@majidmanzarpour @threejs haha yeah I spent most of the time on the waves and kinda failed towards the end making the surfing physics itself work/fun ^^
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Erik
Erik@sweriko·
gonna make a surfing game for this year's #vibejam a breaking/barrel wave is impossible with traditional ocean shaders alone, so it took me a few days to get this (breakdown below)
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Erik
Erik@sweriko·
trying to recreate DMM (Digital Molecular Matter) from 2008 using lots of triangles and shaders
Eliza Van Aurich@LostPrimarchII

@sweriko @SXR123 “Noooooo! You’re supposed to make a hyper realistic model with 80 billion polygons and shaders! Each grain of wood should have its own cellular structure and influence on the destruction model!”

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David Szymanski
David Szymanski@DUSKdev·
@sweriko @TheLocalBogan Ok so I'm going to let my shader ignorance fully show here... In a game context would each of these have to be an instanced material per instance in the world?
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Erik
Erik@sweriko·
@TheLocalBogan its parallax occlusion mapping with a per texel mask and some coloring, that allone wont give you physically accurate glass shatter though, peridynamic/fem solver might work for thin glas, maybe coupled with just quads that use pom or prebake with voronoi mask?
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TheLocalBogan
TheLocalBogan@TheLocalBogan·
@sweriko You proceed to fuck with my head as per usual… I still really wanna know how you did the wood shader on the plane as I want to make optimised destructible glass for my game 😅
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Erik
Erik@sweriko·
@JaysLogicDev 2D spatial-hash broadphase to narrow it down to nearby walls, then capsule/obb narrowphase consults a cpu mask that tells it which texels are gone, is one way to get cheap collision.
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JaysLogic
JaysLogic@JaysLogicDev·
@sweriko Brother I’m not challenging you, I’m genuinely asking as a way to learn. I’m also curious how collision works/updates with this? I handle all my destruction systems with geometry collections as I only target PC/Consoles and prefer physics based destruction.
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Erik
Erik@sweriko·
@JaysLogicDev well, how would you do the damage/destruction then?
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JaysLogic
JaysLogic@JaysLogicDev·
@sweriko Why not just make a cuboid wall? 4 extra verts surely just adds no perf cost and does a better job? Especially with lighting.
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David Shaw
David Shaw@ThatDavidShaw·
An open-world sandbox strategy where you are the lord of a walking castle built from a crashed spaceship.
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Erik
Erik@sweriko·
a Threejs portal to Narnia? The experience includes getting yeeted off the skilift and run over by other players and uh, thats it. snow.sweriko.com
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Erik
Erik@sweriko·
@dk19346848 millions of triangles bad, only put triangles where wave go barrel and in proximity to the player, computer happy, ocean still pretty
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dk
dk@dk19346848·
@sweriko simplify it so that layman can understand
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Erik
Erik@sweriko·
gpu driven CDLOD quadtree with dynamic "hotspots" that render breaking waves at full resolution from any distance. all inside threejs webgpu btw
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Andrea Intg.
Andrea Intg.@andreintg·
@sweriko lol, as a surfer I find the scene of running towards the water to be 100% accurate 🤣
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Erik
Erik@sweriko·
Here is my #vibejam submission, its a chill surfing game :)
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Erik
Erik@sweriko·
@JimmyNewclaw haha great seeing footage of someone else playing, thx :D
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Jimmy Newclaw
Jimmy Newclaw@JimmyNewclaw·
@sweriko omg this looked soo cool I had to try it lol .. idk how to surf irl so it was hard for me XD
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Erik
Erik@sweriko·
surfers when they hear a hurricane is coming
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Hydrofoil Surfing - Download on Steam
@sweriko @klattkev the wave pool here actually has decent mechanics, once i start trying to make the wave out of multiple meshes and adding depth based section curling etc, it gets jackled. Ideally im going to keep retrying to scale this one since the physics are kinda sweet
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