- Видео 30
- Просмотров 121 369
Zicore
Добавлен 24 июл 2006
Sand World - Particle simulation in an infinite world now!
This time with an actual script and voice over, because there is a lot to discuss.
Discord: discord.gg/RkDWeQMFPb
Download the preview on Itch.io: zicore47.itch.io/sand-world
You can also support me on Patreon: www.patreon.com/Zicore
Resources:
David Rousset how to write a software renderer: www.davrous.com/2013/06/13/tutorial-series-learning-how-to-write-a-3d-soft-engine-from-scratch-in-c-typescript-or-javascript/
The falling sand game:
en.wikipedia.org/wiki/Falling-sand_game
Noita:
store.steampowered.com/app/881100/Noita/
Music: Healing Harmonies [Full version] by MusicLFiles
Free download: filmmusic.io/song/11757-healing-harmonies-full-version
Licensed under CC BY 4.0: filmmusic.io/standard-lice...
Discord: discord.gg/RkDWeQMFPb
Download the preview on Itch.io: zicore47.itch.io/sand-world
You can also support me on Patreon: www.patreon.com/Zicore
Resources:
David Rousset how to write a software renderer: www.davrous.com/2013/06/13/tutorial-series-learning-how-to-write-a-3d-soft-engine-from-scratch-in-c-typescript-or-javascript/
The falling sand game:
en.wikipedia.org/wiki/Falling-sand_game
Noita:
store.steampowered.com/app/881100/Noita/
Music: Healing Harmonies [Full version] by MusicLFiles
Free download: filmmusic.io/song/11757-healing-harmonies-full-version
Licensed under CC BY 4.0: filmmusic.io/standard-lice...
Просмотров: 7 860
Видео
Unity - This is fine simulation
Просмотров 5 тыс.Год назад
In the light of the recent events, i tried to simulate how fine it is for Unity, see for yourself.
Particle Simulation like Noita - New Visuals and Rigidbodies
Просмотров 6 тыс.Год назад
Since the last video a lot has changed. I implemented a better rendering system, that has glow for elements and also supports blending between regular color and the heatmap. This can also support new features like pressure in the future, as soon as i figure out those equations. In general you can see a complete overhaul of the visuals. I added texture brushes, added a simple background, which i...
Particle Simulation like Noita with Heat and Explosions
Просмотров 3,4 тыс.Год назад
This is my latest project with a development time of around two weeks today on the 03.09.2023. Since Noita is one of my favourite games and having a fable for simulations, I thought of implementing my own particle simulation. Every particle is simulated in a chunk based grid. Chunks are simulated in a checkerboard pattern to avoid replacing and cloning tiles. You can learn more about that in Pe...
Procedural Planets Experiment
Просмотров 2992 года назад
This is an experiment based off of Sebastian Lagues procedural planet series. The mesh generation and shader is customized.
Infinite Terrain Rendering with Geometry Clipmaps in Unity
Просмотров 1,4 тыс.2 года назад
This time I experimented with terrain rendering again. I wanted to render infinite procedural terrain and I got stuck on geometry clipmaps as a level of detail solution pretty fast. So this video shows my implementation of the geometry clipmaps algorithm from GPU Gems. Even though this is still not quite finished yet, in regards to dynamically loading in new height data, I'm pretty satisfied wi...
2D Mining Game - Lighting v3 (Shadowcasting)
Просмотров 4922 года назад
Since I'm never quite satisfied with the lighting, I tried a different approach that uses a more traditional direction of raytracing or in this case shadowcasting. The idea is for each to be lit tile, I check every tile around it in a spiral pattern (you can use a block or circle pattern too) whether there is a light source. For every found light source I calculate the distance and trace it bac...
2D Mining Game - Dynamic Lighting
Просмотров 4302 года назад
After a few whole days of work I'm almost satisfied with the lighting system. Featuring dynamic time of day and unlimited light sources.
Mining Game - Mining, Crafting and Combat
Просмотров 2932 года назад
This time almost all of the game systems are improved. The first version of crafting is implemented. Sprites are improved. I use a whole new character controller to support slopes. Day and Night cycle. Trees with a custom wind shader. A new world generation algorithm to make the world more interesting.
When your wand is too strong - always cast Orbit Larpa - Noita
Просмотров 44 тыс.2 года назад
Combined with the concentrated spells to become god himself. As a bonus I shifted toxic sludge to healthium. Healthium can be found in the fungal cavern in the top left part. Seed: 1280608443 First shift: Something to poly. Second shift: Poly to Blood (Poly in Hand) Third shift: Toxic Sludge to Healthium.
Gerstner Waves with FFT and Ocean Wave Spectra
Просмотров 2,6 тыс.3 года назад
Full credits for the Implementation go to Jump Trajectory: ruclips.net/video/kGEqaX4Y4bQ/видео.html I just ported the project and his material shader to HDRP (Amplify Shader).
Mining Game - Liquids v2 - Unity
Просмотров 2463 года назад
I removed liquids from tilemaps completely because of performance problems and I implemented liquids v2 from scratch. Every liquid object now has a certain set of data and a script. Then i put a bunch of these liquid objects in a pool ready to be used and use them when needed. This is called object pooling. This can also lead to some rare glitches seen at the end. But I think thats fixable. The...
Terraria like lighting in my Prototype Game
Просмотров 7613 года назад
Finally lighting is going in a direction I want. So many problems I needed to solve before I could implement the actual solution. The world is divided into chunks and for the lighting I use a complicated setup from multiple cameras to compute shaders and a post processing shader. I also need a URP rendering feature for the post processing to work. Also I use a custom tile script for extra info ...
Generating a Biome Map with a climate Model and Noise - Unity and Compute Shader
Просмотров 3,3 тыс.3 года назад
While searching for ideas on how to create biomes for my game, I came across a nice solution. I create a model where a biome is based on 3 values: temperature, precipitation and elevation. For example a jungle loves precipitation and temperature, but not a lot of elevation, while tundra can be found on higher elevations and lower temperatures. In the end I have a nice diagram with different bio...
2D Mining Game Prototype Gameplay - Unity
Просмотров 4283 года назад
This is my current project: A 2D sidescrolling game with a procedurally generated world. My goal is to have gameplay elements of Terraria like exploration and combat, a dungeon crawler and a rogue lite, though not sure about the last part yet. I also want to focus more on the combat and mining part. Anyway the gameplay and the concept is very early and ideas are subject to change. Everything is...
Terrain Generation with Perlin Noise - Unity
Просмотров 3033 года назад
Terrain Generation with Perlin Noise - Unity
Falling Sand with Compute Shader in Unity
Просмотров 2,3 тыс.3 года назад
Falling Sand with Compute Shader in Unity
Buoyancy Physics with Gerstner Waves
Просмотров 3,1 тыс.3 года назад
Buoyancy Physics with Gerstner Waves
How to create an Ocean Shader with Shader Graph in Unity
Просмотров 4,5 тыс.4 года назад
How to create an Ocean Shader with Shader Graph in Unity
How to implement Gerstner Waves with Shader Graph in Unity
Просмотров 17 тыс.4 года назад
How to implement Gerstner Waves with Shader Graph in Unity
Gerstner Waves Ocean Shader now with Wave Editor - Unity
Просмотров 4,3 тыс.4 года назад
Gerstner Waves Ocean Shader now with Wave Editor - Unity
Ocean Shader with Gerstner Waves - Unity Engine
Просмотров 8234 года назад
Ocean Shader with Gerstner Waves - Unity Engine
Tank Game Experiment - Unity Engine - Part 4
Просмотров 1634 года назад
Tank Game Experiment - Unity Engine - Part 4
Tank Game Experiment - Unity Engine - Part 3
Просмотров 884 года назад
Tank Game Experiment - Unity Engine - Part 3
Tank Game Experiment - Unity Engine - Part 2
Просмотров 414 года назад
Tank Game Experiment - Unity Engine - Part 2
Tank Game Experiment - Unity Engine - Part 1
Просмотров 904 года назад
Tank Game Experiment - Unity Engine - Part 1
Rhein-Sieg Water and Landscape - Drone Montage - 4K
Просмотров 1546 лет назад
Rhein-Sieg Water and Landscape - Drone Montage - 4K
Unwetter am 05.07.2015 mit starkem Hagel
Просмотров 11 тыс.9 лет назад
Unwetter am 05.07.2015 mit starkem Hagel
I would love if you could explain more about how you integrated the rigid body physics with the sand simulation. Do you run a step of the physics, then manually move every relevant pixel by how much that pixel moved in the rigid body? What if the simulation made it fall, such as if there were sand in a rigid body, would it fall but continue to rotate whenever the main body rotates?
You are mostly correct, Unity has a Physics2D.Simulate method, that evauluates exactly one phyiscs step. Rigidbody simulation in the sand simulation is a multi step process. I start by adding all texture pixels into a local buffer, put this buffer into the sand simulation, simulate the step, update my buffer, recalculate movement and rotation of the rigidbody update the buffer again but considering all pixel simulation changes and then I put everything back into the pixel simulation. There are also a lot of edge cases, which is why this part of my code is very messy right now :) Ideally particles such as sand or liquids would get pushed away in some with some form of particle effect and be added back to the sand simulation as soon as they collide with something. But its tricky to get right. At this moment, there is only a very basics version of this in place.
this looks awesome
Any updates?
No death, no like
Super cool
Super cool
Are you still working on this
This wand is fire bro so as your hardware
can i look into the source code?
ive been trying to make something like this for so long, but im too incompetent i guess and wanted to learn more
Pretty weak compared to some wands iv seen and made myself TBH.
Where is die
That run got ended by a propane tank... admit it.
😏
Great Wand bro! I once had always cast fireball. Just added Chainsaw. But died shortly after.
And then there is 26 capacity wand using imaginary spells non existent even in code made by glitching hamis with poly mage that schoots spark bolt spawning 900 notes and every of them deal 1m damage every tick
Still not enough to kill 33 orb kolmi lol
Ok now put omega black hole
Hey, is your unity clipmap implementation available anywhere? That's some next level stuff!
sillywands like this are great until you come up against the Alchemist
That's fantastic game idea and design!!! Well, what do you think about idea with randomaly generated enemies that use certain templates for ex. Beetle+ skeleton design making skeleton with bug like head, random color pallete and powers? Then enemies would spawn deep underground and player could use surrounding materials to damage it? Or store them in wand or some kind of bottles to use them? The enemies also can create a lot of elemental projectiles, vomit with lava, shoot gas etc... Would be cool imo to just find some random foes underground...
You know, I mean like weaponless combat but elemental combat, maybe even enemies that are made from different elements? What do you think?
are u gonna make a tutorial or upload the code?
will you ever make a buoyancy script tutorial for this
just make a script that checks the depth of the object from the surface and apply a force to it that decreases the closer it is to the top
thanks so much for talking about the rasterization for entity rotation. ive been trying some bitmap rotation algo but its all a bit difficult lol
Based on your little boxes around "active" pixels, it appears that you're only processing the pixels that have an opportunity to change their state in some way? Basically anything touching air or a pixel it can interact with?
Yes exactly I check all pixels if they need to be updated the next frame. E.g. when heat needs to be exchanged or a pixel falls etc. Also neighboring pixels are notified when the current pixel needs to be updated.
I realize that this video is over 2 years old, but for future watchers, if you get a wand like this... ...just wait until one among thousands of the projectiles you fire hits the Master of Exchange, swaps you with his location where you get hit by a random passing projectile, which causes you to drop into a pool of lava or acid.
Or, at any point, you touch polymorphium or get hit by a master of polymorphing, and then hit by _anything_ else.
I had a wand yesterday with Larpa Upwards and at the Holy Mountain, I got it upgraded so it also had Larpa Downwards, then I added abunch of Chainsaws and Bouncing Bolt.. Hold the trigger for a few seconds, then release it and the entire map turned into The Matrix with green colors and some massive lag 😂
who is she
In Noita there is no such thing as being "too strong"
I love that the Holy Mountain looks mostly unblemished, then you go back to the main area and it’s just COVERED in scorch marks.
Butifull
The solution I have initially tested for rigid bodies is called "three shear rotation" it's an old technique but preserves all pixel information. Haven't tested the performance but it might be promising for an engine like this. It's not how Noita does it (need to implement that and eventually compare performance). If you'd like some code, I'm willing to share.
Sure feel free to join the discord.
Not strong enough unless it kills you in 1 frame.
Great work! I'm working on a similar concept but I'm struggling with heat. Any paper or equations you followed?
This is aweseom!!!
Looks great, as far as I understand, in terms of temperature, you have a more advanced simulation? It's just that I didn't really observe the presence of temperature in Noita, but there is clearly one here. How do you like the idea of making a chemical puzzle with magic, where there will be an emphasis on solving puzzles, and not on killing everything in a row and riddles that sober people will not always be able to answer.
can confirm there is temperature in Noita, bring water to the lava lake on the right of the first Biome "Caves" and pour the water in a hole nearby and the water will begin to evaporate.
So cool! The video where the Noita dev talks about how the game works is one of my favorite game dev videos- it's fun to see your take on how to do a "falling sand" game as well.
Why isn't your mana going down?
add mana spell
Idk what to say, but this is really cool so here’s a comment so the algorithm likes the video
Now, i really hate backseat devving, but my hope is that the playable character's moveset is much more meelee-based than in Noita. I wonder what it would feel like to cut through barricades by swinging a physicl axe instead of just pointing and clicking at it. I can practically already hear the Whap-Clunk sounds.
:O cant wait to see more development on this! also the temperature system is really cool!
good work looks great, did you use a formula to implement the particle physics that happens after the bomb explosion where pixels travel in a arc?
Huh, is this made in unreal? It looks really nice I was going to ask if it was inspired by Noita but you beat me to it in the first 30 seconds lol
Thanks, this is done in Unity. You made the Apotheosis mod for Noita right? Also awesome work!
That I did, thankyou! I'm hoping to move into proper game development now that it's more or less finished
Just do a mod for Noita no?
Without pressure simulation, like in The Powder Toy, fire and explosions look kinda ugly. You really should look into adding it.
Man this project is amazing ;) I hope you keep the grind you're awesome :D
this is awesome, i hope more people see this
Here before this vid goes viral!
THIS IS AMAZING!!! keep it up!!!!!
I guess you could make a game out of this. The target could be, to reach a certain point on the map with limited resources. And you would have to puzzle your way to the solution. E g. Make a hole somewhere to let sand fall trough it, let wood burn, cause an explosion or other things to clear a path to your target. I guess you would have to create the word by hand to achieve this since a generated world would lead to random difficulty (up to impossible).
Epic, I like the idea behind an infinite pixel simulation game. Also, those are some pretty cool textures. Have a nice day!
you're making me nostalgic with the sand game :D Love the project and wish you the best for the future!
One improvement you could make is simplifying the collision meshes for the terrain. Instead of exact, boxy lines, approximate the overall shape. You can find an example of this in videos about the Falling Everything engine.
I think you are refering the stuttering of the movement of the character? This is just a shortcoming of the character controller. This will get reworked soon.