BioGrid
549 posts

BioGrid
@BioGridGame
There aren't enough ecology sims out there. I think I'm gonna try to make one.
Estonia Sumali Ocak 2017
304 Sinusundan7.5K Mga Tagasunod

@BioGridGame It's already based on perlin+worley! It's not as billowy as it could be because I'm trying to keep the vertex count manageable
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Made the cloud normals smooth based on the noise gradient (which was a bit tricky because the noise → height mapping has infinite derivative on the cloud edge), and now it looks pretty much exactly how I envisioned it! ☁️
#indiedev #gamedev #indiegames #screenshotsaturday
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@epibates I'm generating triangles one at a time, so I don't have access to neighbouring triangles and adjacency info and stuff like that, so I can't smooth them easily
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Fixed cloud normals & added cloud shadows. Still contemplating ways to make the normals smooth...
#indiegames #indiedev #gamedev


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@lisyarus Yeah, like this popping effect, right? It might still be worth it to test just using a lot more angles or using a per-instance jitter to hide the line where they snap from one view to another. Octahedral is great for middistance, but for faraway stuff it's kinda overkill imo.
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@BioGridGame Yep, octahedral. With no blending there are very noticeable edges between areas using different sprites because they react to lighting very differently.
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@BioGridGame Tight packing is hard given that each tree model has a different overall shape. Though I might compute per-sprite texture-space bbox to make it tighter, we'll see!
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@_wallfacer Yeah, rendering and the terrain sim are generic and just use compute shaders and indirect instacing. Entity sim on CPU side uses Unity ECS though, so it's a bit more coupled to the engine.
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@BioGridGame I was trying to respond to an older post but it won't work.
Is this still mostly compute shaders/engine agnostic? Unity really just serves as a render engine at that point right? Absolutely fascinated by compute shaders right now.
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@AHappyDragon There's no special handling or animation for them falling yet, it's basically showing the raw sim results.
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@MrJTroyer No, the opposite. They all try to follow the same path while avoiding others.
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@BioGridGame Do they follow each other (flocking/herd behavior)?
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@ben_throop Nope, against a regular grid. Every entity has one DynamicBuffer with nodes and another one that's a binary heap for open set. They also have a tiny bitmap for O(1) visited/duplicate check.
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@BioGridGame Are they solving against a navmesh? What's the data structure?
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@squirtBeetle I should probably avoid tweeting late at night I guess
I did use it for quite a while, the lack of threads was no problem if you didnt know how to multithread anyway.
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@tophatsandgains I'll keep them in reserve, but it's nice to know I have some headroom on modern specs. Im working on improved animal behaviour right now and I feel it'll become a lot more compute heavy before I'm done.
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@BioGridGame Any plans with all those newly found performance reserves? 😎
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@tombombadeel Yeah, I misremembered, it was an old i5, so probably like 2014 not 2006.🤷
I still had to throw out the whole mobo and RAM though.
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@BioGridGame I had to look up if there was a more recent core 2 duo because I thought there was no way 😂
did you upgrade basically the whole rig, or was the 2006 processor sitting in a modern mobo?
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