Re-worked the grass collisions, now any object can affect the collision shader! Thanks to Daniel.Wenograd for the priceless information!
Hey there! I’m so glad you enjoyed the write-up, I’ll be sure to do this whenever possible on any systems we work on in the future! I always appreciate when others share their ideas/processes, it really helps me to learn, so I think it’s only fair that I do the same whenever possible!
A little update on the gameplay side… i have started to work on the basics of the AI and so far im really liking the EQS System… Im using it to filter Preys for Predator Animals based on Sight and Distance
Eventually i want them to fullfill their needs ( hunger, thirst, energy ). As well patrol the area arround their territories and only go even further if they cant fullfill their main needs …Im getting there
It’s been nearly two months since we’ve posted a proper status update here, we’ve been hard at work! You can follow our updates much more closely on our Twitter, of course.
New Features:
[SPOILER]
Spline-based cave system, offering a hugely dynamic underground exploration experience
Dynamically spawned fireflies, lighting the world at night, you can catch them in a jar and use them as a portable light source
Lakes volumes, complete with surface foam interaction and underwater post process visuals and particle effects
Inverse Kinematics for location-specific interaction such as grabbing, swinging weapons/tools, etc
Campfire functionality including adding/burning through fuel, proper reactions to running out of fuel, base UI
Slope blending for cliff/boulder pieces, making meshes placed in the world feel more natural and organic
Locational ambient particle effects - falling leaves in forests, cottonwood/flower petals blowing by in fields, more to come
Dynamic lightning and thunder system, complete with player-strike location audio post processing to simulate thunder sound travel distance
New Spruce models with billboard LODs and Distance Field Shadowing for maximum performance and quality balance, allowing high density placement.
6 New flower types with procedural cluster placement
Optional dynamic depth of field
Optional volumetric lighting (simulated)
[/SPOILER]
More to come, starter area is close to completion, meaning an early access release is getting closer!