Spellcaster Studios

Make it happen…

Tag Archives: flow

Finished the flow merge…

Today I finished the merge of the flow… First I had to deal with a bug: This only happened with the OpenGL renderer… Ended up being quite simple, was just looking in the wrong place! I theorized the problem was with the generation of the flow map, since it was the only thing I changed […]

Merged flows…

Finished merging the custom flows of content coming from the editor with the generated flows on the map… It seems to be working fine, although I still have to test in planets that don’t have any “source flow”… Going to finish that part tomorrow, so I can add heightmap import on editor (which was the […]

Merging the flow…

Not much time for game development today, but still I started work on the merge of the flow maps… So now the editor-created content can have a flow map, and this flow map should be merged with one that is generated from rivers, lakes, etc… It’s a bit weird getting this to work, because the […]

Lake flow

Today I managed to make the flow of water work on the lakes… in the process I also found some bugs with the terrain generation code that I had to fix… First, without any change to the flow system, this is what I got: It was a quite neat effect, to be honest… but the […]

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 […]