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rustinlee

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A member registered May 31, 2014 · View creator page →

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kinda, check back in another 3 years

thanks :)

Make sure you have a dedicated GPU (not an Intel or AMD integrated GPU built into your CPU) and that your browser is using it instead.

Thanks for your interest. I put a lot of work into making this initial prototype work in the browser without requiring a download, but it looks like that was a mistake since browsers are prone to using the wrong, slower GPU (almost everyone these days has an integrated GPU that's part of their CPU in addition to a more powerful, discrete GPU). The next version of the game (sometime this summer?) will be desktop only, probably just for Windows and Linux since I don't have a macOS computer to test on.

Just added keyboard controls for brush size and strength, you should now be able to hold down shift/control and press [ or ] to change size/strength

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Yeah it sounds like the browser is using your integrated GPU instead, what browser are you using? You should be able to go into the NVIDIA Control Panel, select the browser, change the dropdown from "Integrated graphics" to "High performance NVIDIA processor", then restart.

Yes, the web version of the game is a free pre-alpha, in the near future (spring/summer 2021) I'll run into a hard technical limit while adding features and all further development will happen on a paid desktop-only version with the web branch staying a free demo. Unity's WebGL builds are specifically missing CPU multithreading and compute shader support, both of which will eventually be necessary as the simulation becomes more detailed.

Definitely, From Dust is a big inspiration. Volcanoes and lava are the next planned feature after the atmosphere layer is implemented.

Just did a little more testing and the last line here is wrong, instead of LightingStandard(s, normal, gi) it should actually be return LightingStandard(s, rayDir, gi) or LightingStandard(s, normalize(UnityWorldSpaceViewDir(p)), gi) but I'm not 100% sure which.

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Hey all,


Here's a quick stab at probably the simplest version of a PBR material you can do. This one only supports one hard coded light.  To use this material, you'll need to turn off the built-in lights; to do this, copy the default shader template and comment out `color += light;` then set it to your active template under Raymarcher's Advanced drop down. You also need to add #include "UnityStandardCore.cginc" to your CustomIncludes.cginc or your new template.


$lightDirection is a *normalized* direction, everything else should be straightforward. The light color was coming in really underwhelming so I've overridden it to (lightColor*3)^2, maybe I've just made an error in the parameters I'm passing in above, if so let me know.

Whoops, just saw this is already in the roadmap.

Hey guys, really excited to dig into the toolkit tonight once I wrap up work, wondering in the mean time if you saw that great GDC presentation by the people behind Coral VR and what your thoughts might be on if conemarching is a good fit as an optional optimization to squeeze some more complexity into (especially VR) scenes?

https://s3-us-west-1.amazonaws.com/coral-vr.com/downloads/VRDC-CoralConemarching...

http://www.fulcrum-demo.org/wp-content/uploads/2012/04/Cone_Marching_Mandelbox_b...

Big downsides:

  • Kind of a pain to use with arbitrary resolutions (but not as big of a deal with VR where the render target resolution is almost always 1080x1200 for the time being?)
  • Lot more knobs for the end user to turn in order to get a good performance/visual quality balance, can introduce frustrating artifacts

I haven't tried implementing conemarching on top of a sphere tracer yet myself but I might give it a shot with this in a couple days. The VR specific reprojection and foveated rendering optimizations seem a little over my head right now though :B