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(1 edit) (+3)

This is absolutely amazing!  How do you even make something like this?  Specifically the deformable terrain.  Do you use voxels?

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No voxels, I use distance field ray marching. I wrote an article a while back, it describes some of the tech, not the terrain deformation though.

https://medium.com/@bananaft/my-journey-into-fractals-d25ebc6c4dc2

How are the meshes being generated though?  I guess I'm just confused at how this whole thing works.

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There is no meshes (apart form man made stuff), no voxels, no terrain representation in the memory whatsoever. It's like I'm generating the world in every pixel to render it, and around each physics object to calculate collisions. Everything is generated on the spot. That way I can animate whole world, or have limited number of local deformations.

That's crazy!  It explains a lot, thank you.  It sounds like it'd be a nightmare to calculate collisions for though.

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Yeah, because terrain collisions are done GPU, but physics runs on CPU. The actual math is trivial.

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Okay, final thought.  There's a lot of talk about different gameplay elements, enemies, etc. and I had an idea: what if the terrain itself was a sort of "enemy"? Like, it's sentient and tries to harm you.  Maybe not all the time and not in all areas, but I think it'd be an interesting concept.  I don't think any games have really done something like that and this is the perfect setup for it.