Worldbuilder & TechArtist. Creative Director helping lead @CyanWorlds. Riven out now!!! Working on ????? Art Director on Obduction. Artist on @WitnessGame.
Got cheap/fake GPU buoyancy working okay. CPU/physics buoyancy is going to be a major pain, tho. I also took a nap. And have been playing way too much Dave the Diver.
Earlier this week, in learning more about running compute shaders in @UnrealEngine Niagara, I accidentally ended up making the most horrific VFX of my career...
I made this stupid meme edit of the Myst box art when I was a teenager, and I still see it pop up from time to time. Pretty sure the Myst community hates it lol.
Revamped the particle movement to be 100% physics driven, which looks a lot better. (Green = buoyancy lift) Not sure what I'm even doing at this point, but I'll tell you what, kid... GPUs are BONKERS. This is a GeForce1080 from like 2017... what is math even.
If you enjoyed the new Riven, please consider leaving us a review on Steam (or wherever you picked it up from)... We are a scrappy team, and it helps us a _LOT_!!!
Also, here is some very early FireMarble shader R&D from three years ago:
All the other Cool TechArt Kids On Twitter were doing it, so I had to as well - Spent a couple hours implementing Morten Mikkelsen's "Hex Tiling" in @UnrealEngine and it's pretty dope. Not sure I'm ready to say I'd Ship It in a game until we do some perf tests, but OoohEeee!
Well, today was the last day of winter break for me... No idea what (if anything) this will become in the future, but it was a great learning experiment! More accurate surface detection, better buoyancy/tilt behavior, and an open road ahead. 60+fps on the ol' 1080Ti!
Revamped the particle movement to be 100% physics driven, which looks a lot better. (Green = buoyancy lift) Not sure what I'm even doing at this point, but I'll tell you what, kid... GPUs are BONKERS. This is a GeForce1080 from like 2017... what is math even.
Daaaaamn son... Acceleration Structures are BUCKWILD. This is 50,000 self-colliding & scene-colliding particles in @UnrealEngine 5.3... on my scrappy little GTX 1080Ti. Orange = inter-particle pressure.