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Post news RSS DevLog update #3

he past week has been pretty good in terms of development. I've mainly been working on some gimmicks and optimisations, such as the fluid physics and effects that I have already shown off. I've improved these a lot, and they now look, feel and perform much better.

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The past week has been pretty good in terms of development. I've mainly been working on some gimmicks and optimisations, such as the fluid physics and effects that I have already shown off. I've improved these a lot, and they now look, feel and perform much better. To show this off, I've committed a FluidScene example to GitHub so you can all pull it and try it out yourselves.

I've also added support for quadratic bezier curves on smart textures and started working on a vector polygon editor. You can now draw environments just like you would draw something in Adobe Illustrator using the pen tool. This is awesome, as it allows anyone to easily design a level or even some supporting background elements using smart textures. The idea behind them was to minimize the effort needed to plan, draw and then build a level by having a set of 3 textures that make up the floor, walls and the background. Using this method, we can save alot of memory and processing power.

Without curves

or

With curves

As you can see, it makes a massive difference with just one little change. The grass no longer splits into two and it looks seamless. It also allows us to do some pretty cool mind bending effects...

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