New plants inspired by Uncharted 4. No physics here, all handled in the shader
Jul 09 2018 at 03:54am
Looking really nice!
So many of the shader-only implementations of this don't have any concept of historic positions/velocity of the plants meaning they are simply pushed away from the player based on distance and immediately return to normal where it looks as though you've managed to preserve some momentum and have them bounce back gradually.
Quite curious how you've achieved that... Perhaps some kind of programatically drawn velocity map? Or a second point being tracked by the shader that gradually catches up with the player to leave a bit of a brief trail behind?
Regardless, great work.
Jul 09 2018 at 06:55am
Thanks man! yeah. i'm using a 2nd point that trails behind the player and it's only active when the player is in motion. And that point adds the swaying motion as well, the character's field of influence simply pushes them apart.
Jul 09 2018 at 09:01am
Thanks for answering! That's a really smart approach and clearly effective. Been thinking this over myself for a while but only considered that option after seeing yours in action. Must be way more performant than my original velocity map idea, haha.
Jul 09 2018 at 10:24am
Ah I've been working on a velocity map version too. I think performance-wise, it's pretty much the same, but it is easier to have multiple characters interact with the grass. My method is very limited that way, atm i have it set up to work only on the player character and 2 other characters in a certain range.
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