Fire/Rain/Grass Interaction System
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- Опубліковано 1 кві 2021
- Date of Recording: 2021-04-02
Recently, I've been working on implementing dynamic systems within the game world that can be exploited for systemic gameplay possibilities. Demonstrated here is the interaction between an object on fire, the terrain system, and the rain system. Burnt grass is encoded in a render texture which is updated by flaming objects using an effect shader.
Love all of your videos, what I love personally is that these worlds you construct make me feel like I want to be their! That is an artistic feat and I’m super excited for more additions you add to the project.
Pixel 'Breath of the Wild', let's go. Great work dude. :)
the dislikes are people who want to replicate it but don't know how
I wish I know how to do those, but gave it a thumbs up, anyway.
Well said sir
Doesn’t matter now though lmao, likes are removed and I predict the algorithm will bless this channel
I feel like the fire needs to be more intense but maybe it’s already taxing
This is really amazing stuff man!! If we end up using your style as inspiration for our game, your name and game will definitely go high up in the special thanks part of the credits. This is just absolutely beautiful!!
You probably get a lot of comments like this, but I really wanted a "tutorial-like" video of how you achieve such marvelous results (of course, considering you have the resources and time to make such videos)
Nontheless, this is one of the most beautiful styles of game graphics I have ever seen. Keep on the good work.
Stop him, he's too powerful! Very exciting work, and would love if you posted more. I think about these new videos all the time.
thanks, I would love to post more but sometimes I work on things that aren't so interesting to post yet
@@t3ssel8r Cant wait to see what you're working on next :)!
THIS IS INSANE. ive been googling something like this for years. TAKE MY MONEY
Dude this is amazing!
I think the fire animates too quickly compared to how everything else is moving.
Bro this is just beautiful...
Dude, I wanna play that... SO MUCH!
Wow this is so cool!
Amazing work! Perhaps a playlist of all the pixel rendering engine would make for better consumption. I want to binge all the videos :p
The fire looks REALLY good here. Better than the procedural flame vid. This is the ideal level and look of pixelization, IMO.
Pretty awesome project
Just looking at this makes me want to play this
Love how the fire looks alive
Cant believe I only just found your stuff
you changed my life
Will be sick
Super cool
very cool
How long did it take you to learn to make art like this and what did you use? Because this is amazing
I think I'd add in some orange embers floating off as the fire burns out
T3ss! You're killin it! Did you try versions of the fire using flat color? or with less noise? I've shown your work to a lot of people. Can't wait to see more
flat color?
@@t3ssel8r I think they meant using like a single colour or maybe 2
with very post you make i just wanna play this game more and more
Very athmospheric.
You are a freak of nature and I'm here for it. Sell me your systems PLEASE
Nice!
Looks amazing! The (non-burnt) grass, is it rendered with a shader? Or some kind of multi-mesh instancing script? I was trying to do something similar with a billboarded vertex shader, not sure if thats the way to go...
yeah, it's vertex shader billboards, similar to the unity terrain grass shader.
@@t3ssel8r I am guessing it's a shader that is directly on the grass material, and has nothing to do with the pixelation shader itself?
And that one then pixelates the scene in screenspace?
Amazing work! How did you do the pixel art effect? Is it 3D with some post processing effects?
thanks, it's 3D with a custom render pipeline
your work looks absolutely stunning. especiall gras and trees. i have 1 queston. i am new deveoper and i would like to create cross platform game. is this style suitable for mid spec mobile devices or should i rather go 2 2,5d?
thanks. I have a flagship phone from 2017 that can handle it, but careful optimization is necessary.
🔥
in what program doing this pixel arts
I have a question about the Pixel Perfect Camera in this engine.
Are you doing the same as 2D PP Camera and appling a matrix transformation before or after?
I'd like to know how the camera is done specifically.
good question. at the start of each frame, the camera is aligned to a "pixel"-sized grid by shifting it in xy of the view space. the error caused by this shift is then used to un-shift the resulting rendered image in the viewport.
Is it possible to buy your engine from anywhere? Love your work! 👍🏻
thanks, things are still in development and I am primarily building the backend for my own game. I don't have the resources to be able to support external users right now, but if the situation changes in the future I will consider it.
@@t3ssel8r this game engine your solo developing? Oh man
@@prabhuramselvan It's not so bad since it's based on Unity. I just have to write the render pipeline and game systems, and I can let Unity handle the boring stuff like asset management and lower level hardware interfacing.
What about if the grass is dry fire could consume it a lot faster
🤯
I don't know if you're looking for any constructive feedback, but I think the fire feels a little out of place because it's higher in saturation. Also it looks a little less textured than the world around it. Just my two cents as a guy who likes art!
thanks! this is helpful
Noita game also having a good fire "interaction" but its 2D
Can you make tutorials too? Looks amazing
do you you use GLSL to make your shaders?
HLSL (very similar)
Do you think it would be possible to implement this into unity?
iirc this is made in unity.
yup
Teach me master. Or maybe you plan to sell it in asset store? I will buy it
Witchcraft
zelda botw but with a better style
was just finishing botw earlier today and now I want this to be a game
this is heavily customized urp right?
close, it's a fully custom SRP based off the catlike coding tutorial series.
@@t3ssel8r hmm, I thought in a previous video you mentioned adjusting/modifying the pro pixelizer asset. This is cool though, I'm trying to get a cool pixelated shader in Unreal that isn't a postprocess material. Are you doing this all in C# like the tutorials or HLSL GLSL?
ah. I've recommended elliot's propixelizer before as a way to achieve similar effects.
SRP in Unity is a custom pipeline defined in C#, but the actual visuals are all handled on the GPU, in HLSL shaders.
@@t3ssel8r Ah, ok! Thanks for sharing.