Thanks. If you’re curious how I made the refraction effect efficient, I added an article explaining it to the game’s Github repo.
https://github.com/george-steel/bowfishing-blitz/blob/main/README.md
Thanks. If you’re curious how I made the refraction effect efficient, I added an article explaining it to the game’s Github repo.
https://github.com/george-steel/bowfishing-blitz/blob/main/README.md
Thanks for reviewing. As this is my first game, I decided to stick with a simple minigame concept and improve it as much as I could within the time of the jam. Making a pot model that could shatter properly was quite an interesting exercise. Between the modeling and working out the math for the water and the destruction effects, I went through quite a bit of graph paper during the development process.
I also intended this game to be a tech demo for the refraction effect. If you’re curious, I posted an article about how it works both here (as a devlog post) and in the Github repo. There is indeed some fun and interesting math involved.
This one is quite good. https://itch.io/jam/acerola-jam-0/rate/2583071
Here’s mine. It’s possibly the first game ever to feature physically-accurate planar refraction. https://itch.io/jam/acerola-jam-0/rate/2579027
I went with with the optical version of the theme, but used planar refractive aberration instead of chromatic aberration. My game is a rail shooter with underwater targets, and thanks to refraction, objects in water are deeper than they appear, and you must adjust your aim to where the targets actually are.
This is possibly the first game to feature physically-accurate planar refraction (using a new rendering method), so as well as being a realistic simulation of optical aberration, it is also a divergence from the usual mechanic of game water being a transparent sheet that can be aimed through like it wasn’t there.
I just gave yours a try, here’s mine. https://itch.io/jam/acerola-jam-0/rate/2579027
Cool, I did font rendering in a shader as well, using SDF bitmaps to support window resizing. https://github.com/george-steel/bowfishing-blitz/blob/main/src/shaders/ui.wgsl
I did my own models and shaders (I actually wrote my whole render pipeline on my own), but stock sound and composited together stock textures (targets use a baked composite using custom masks, terrain uses splat mapping and distortion). I focused mostly on my shaders, using some quick placeholder primitives as assets until fairly late in the jam.
I ended up creating what might be the first-ever non-RTX game to feature physically-accurate water refraction, effect which involves a lot of custom vertex and lighting shaders and a pipeline organized around them.
I made my game wothout an engine in Rust and wgpu (a wrapper around Vulkan and DX12) with a custom render pipeline, quite possibly creating the first non-RTX game to support physically-accurate refraction (which I’ve turned into a core mechanic).
https://george-steel.itch.io/bowfishing-blitz
Source is available at https://github.com/george-steel/bowfishing-blitz