Faking Buoyancy

During the intro to a game I (perodically) work on, the player starts on a pirate ship. Realistic water doesn’t fit the style, and scroling textures on a big plane looked pretty boring. To make things a bit angrier I needed intense waves, and I needed those waved to actually affect the world. Waves To keep it simple, I just did procedural heightmap; i.e. set the vertical coorinate to be a function of the horizontal position and time. ...

July 4, 2023 · Steven Landow

Triplanar with Deep Parallax in Godot

Triplanar mapping is already expensive, and multiplying that by the samples for paralax occlusion mapping is probably a bad idea. It was fun to implement this anyway, even if I don’t use it in a game. In my current WFC prototypes, I’m re-using models and rotating them. At some point I’ll need to handle also transforming the UVs based on the rotation of the tiles’ models, but for now triplanar mapping is a quick way to get an idea of how things might look. ...

December 23, 2022 · Steven Landow