Spellcaster Studios

Make it happen…

Category Archives: Technology

More shadery flow!

Quite happy today with my shader work… The shader I had worked fine, but it looked terrible adjacent squares that had slightly different vectors: It gave the scene some charm, but it wasn’t very pretty looking… Then I had an idea! Basically, the problem was that the new UV that I used on the animation […]

Water flow shader

Still working on the water flow shader… After I generated the flow map, this was the result: A lot of noise in most of it… The rest flowed correctly, which was good, though! Drawing the displacement, everything seemed to be ok: And the base UVs: And the displaced UVs: So the problem seemed to be […]

Water flow

Before I waste more time with generating the geometry for the rivers (to make it flow), I decided to try something different: use the already generated voxels, but with a shader that uses a “flow map” to generate the illusion of movement… So today I spent my time creating the infrastructure for that: If this […]

River geometry

Finally finished with the terrain/river/lake generation! Yesterday’s problem was easier to address than I expected, everything worked perfectly quite soon… So, we had this yesterday: And today we have this in the same place: The screenshot doesn’t do it justice, but it’s much nicer and more “correct”. So now I’ve started the generation of the […]

How original: lakes and rivers!

Yep, this week has been very original… I’m closer and closer, and the latest addition to the algorithms has really made a difference… After all the process is done, I now do a linear interpolation between the height of the river/lake and the surroundings, making it rise smoothly enough so that the water doesn’t escape! […]

Terrible work day…

Most of what I’ve done today got thrown away… That’s a sad thing that sometimes happens in development… I did a lot of experiments with the lake generation code, and I finally found something that I think actually works, by playing around with the parameterization of the algorithm… Since this whole process is taking about […]

Still lakes…

This is taking much longer than I wanted… Although I’m closer (and just found out I’m doing a lake every 4 cells), it’s still not good enough, the water doesn’t follow enough: The brightest points are the lake spawn points, but the water dies down too fast… I could do more iterations, but this takes […]

Lakes

Working on a lake system, and results are less than optimal… Currently, I’m looking for a suitable place for a lake in the river, and then using a flood-fill algorithm, but something is going terribly wrong on it: So, the lava here shows the places where a “lake” tile is being placed, and the height […]