Hi, folks! I’ve continued working on my water shader! I’ve added transparency and today I added impact waves to the shader, which I’m quite happy with managing to do! It’s limited to 10 simultaneous “impact waves” at the same time at the moment. But adding more is not a problem. The collision points and impact force is sent to shader from script. And waves are calculated in shader.
Have a look at what it looks like in action:
Edit: I’ve added a link to a downloadable version of the shader! Copying the code from this post does crazy stuff to the symbols..
The side tracking specialist strikes again.
I’ve been working on another project lately and ended up in need of low poly flat shaded animated water.
I tried editing the mesh at runtime by script. Using the method mentioned by joni.giuro here: http://forum.unity3d.com/threads/low-poly-water-help.276685/
But when using the standard plane with this script, basically 200 triangles and when you’ve separeted all vertices (600), FPS drops down from 1500 without script to 190 with script applied. If you add more planes or models with more triangles you quickly get to a point where you get 1 FPS. So I needed something else.
That’s when I figured I’d try my luck with shaders.
Tried googling for solutions, but nothing was to be found so I needed to build my own. With no experience in shader programming this proved to be harder than I expected. But fast forward through some horrible looking results to today. Now I’ve gotten to a point where I can take any plane (not having to worry about splitting verts) applying my shader and getting this:
Almost no hit on FPS with fully animated low poly flat shaded water with specular color. And with this solution:
I can add looots of planes with this shader with almost no hit on FPS. Here I’ve added got 30 standard Unity planes with 200 tris each, all animating off into the distance.
Here’s a video of it in motion:
So how is this done, you say?
It’s not perfect but it works! F.ex. I’ve left the UV coords in there but don’t need them for this. And I’m not entirely happy with the waves just yet.. But here you go.
It’s been a while since my last post, but I’ve also got a lot of work done!
3ounce has changed radically since it was released for Windows Store. The Things I have changed is:
New Maze-generating code. Creates “better” Mazes now. Minor changes.
New player control. Before I rotated the entire maze at input, while the player was always falling down. This was quite heavy to process when the Mazes got bigger.. So I changed my code, so now you change the direction of gravity instead, which has improved performance very much!
New 3D models (Blender) added for levelcubes, pickups, goalmarker, obstacles ++
New particle effects upon pickups, Death, and goal.
New pickup and goal placement. Through the use of pathfinding algorithms (A*)
Added obstacles around the Maze, With the possability to “die” (Move 4 steps back).
Alot of other stuff
I’ve also tested my game on Android, and I’m working on testing it on iPhone (need to borrow a Mac).
Here running on PC, Nokia Lumia 930, Samsung Galaxy SIII and Samsung Galaxy Tab 2.
Here’s some recent screenshots of the game (Some things has already changed from this version):
I’ve been looking into what to put into my game design document lately, since I’m doing one this time around.
Why even bother to do one,when you’re a one-man-team? Well.. I think it’s a good idea to put your thoughts on ‘paper’, to get a clearer sense of whether your ideas will work out or not!
What should a game design document contain then? I’ve been reading a little on the topic, and looked through some templates on the web, and found that your design document should contain some notes on these topics:
Gameplay and controls
The document needs to start out with a summary of the games focus points, and the philosophy of the project (what will you try to achieve with this game?)
I’ll probably use some time on the Battle maze GDD, to get a clear idea of what game I’ll be working on. But even if I put some work into the GDD, it needs to be a document open for changes, because there will always be changes.
Here are some of the pages I’ve checked out on the topic.
The next week or so I probably won’t be posting anything, since I’m going to Greece on a holiday. Will be enjoying myself too much to bother with making games for a while. But I’ll be back with more, before you know it!