Implemented a good chunk of the star map: planets, moons, blackholes, wormholes and nebulas and such. #screenshotsaturday
Went all-in on destruction for total chaos. I added GPU ragdolls, terrain morphing, ray-traced shadows and large 3d explosions. It's absolute mayhem. #screenshotsaturday #gamedev #indiedev #RTS #VFX
Real-time ice in my custom game engine. Two-pass refraction with thickness-based absorption: renders backfaces for depth, bends rays through the mesh, tints via Beer's law, adds fresnel. Beats SSS for RTS since you actually see units distorting inside the ice. #rendering #gamedev
The terrain is rendered to two RTVs: the scene texture and an extra terrain-only RTV which is then sampled by objects. Downside is terrain has to be rendered before objects so terrain pixels that would otherwise be occluded are always rendered. HQ: youtu.be/qqPxKkmreKI
Scratch my previous post, here's terrain blending in screenspace. Pixel perfect at a fraction of the required resolution. #rendering #gamedev
Terrain blending at home - virtual textures without the "virtual". #rendering #gamedev
Curve-based terrain editing in GlassEngine. Curves generate distance fields that are blended together for the final heightmap. Non-destructive and combined with traditional terrain sculpting (raise/lower/smooth) for added artistic control. Everything is on layers. #gamedev
Particles that are skinned & animated skeletal meshes with proper bones (not vertex-animated). Custom DX12 engine written in C++ from scratch for RTS (GlassEngine). Can now make cow catapult! #rendering #gamedev
Flooding it with smoke using my newly implemented GPU-only particle systems in GlassEngine. Simulation and spawning are both done by shaders for maximum efficiency and you can create emitters directly on the GPU, without any CPU intervention. #rendering #screenshotsaturday
Vehicle collisions are in the engine. Boxes for now, might switch to capsules since units tend to get stuck at the front, as if the tanks were snow shovels. #gamedev
Replying to @Shedletsky
Averaging the flows in a local grid sounds interesting, neat idea will give it a shot.
New horde style pathfinding for 50k units with a local flowfield built around an A* path. Goal was no conga lines. Total cost is 16ms on Deck and I show the internal representation at the end of the video. #gamedev




