Thor | Scorching Engines
@thorwhitemountain
Hey, I'm Thor. Fullstack software dev by day, aspiring game developer by night. Working on Scorching Engines at the moment:
Passed 500 wishlists for Scorching Engines !! store.steampowered.com/app/2640660/Scorching_Engines/ Thanks to any and all that are interested in it :) #indiegame #steam #gamedev #steamwishlist
I know it's not snow, but needed something that actually has a texture instead of just hues of white so it's easier to debug the shader haha #indiegame #gamedev #shader #graphics
Working on a new terrain snow shader for Scorching Engines, with tesselation and custom lighting :) #indiegame #gamedev #shaders #graphics
Cities coming along nicely :) Roads growing, buildings being created with a size bias towards the city center, cars on the roads and resourcezones with trees and could surrounding the cities. Takes 15-40ms roughly depending on city size #indiegame #gamedev #solodev #procgen #citygen
Tried adding in VR headtracking in scorching engines, and it looks surreal haha. The scale is just so different compared to flatscreen. Ran at 50 fps in editor also, (PCVR quest 3) Fun test, but not going to be a vr game/ support #indiegame #vr #unity3d #gamedev
I loooooove debug.drawline (Junctions, roads, buildings) Black building plots are spawned, Magenta fail the size bias test, Red fail overlap tests, Yellow fail fallback overlap tests. (too many tries finding a building, just pick last roll) #indiegame #unity3d #gamedev
Fixed overlap checks for the cities, so buildings don't spawn on each other, but had to fix a few overlap issues, so there's more dense buildings along roads as it was too aggressive. (building plots touching were culled) #indiegame #procgen #gamedev #solodev #indiedev
This is an example of how the city center <> building size bias can work, cranked up higher to show more apparently. Normally it's more gradual and mixed #indiegame #gamedev #procgen #solodev
Since we don't actually need colliders for the buildings when player isn't nearby. (Raiders are allowed to drive through buildings if they so desire, if noone is there to see it) I added that we disable all colliders based on player distance, (exaggerated) #indiegame #gamedev #solodev #procgen
got buildings spawning along roads now, not just to fix overlaps, + orient them correctly as well as biasing the size so larger buildings in the city centre #indiegame #gamedev #solodev #procgen
Working on generating a procedural city road layout for the cities, got a nice grid with roads + junctions setup, now to step along the road edges and spawn prefabs #indiegame #gamedev #solodev #screenshotsaturday
Rewrite going well... accidentally turned the city into a forest :) #indiegame #gamedev
Work has begun on rewriting the city spawning + having new city buildings. (pics are just with new prefabs) but need to make some of them enterable with loot inside, and add in city bandit camps #indiegame #gamedev #solodev #indiedev
Okok, the screen space shadows are looking much better now. Fixed the blur behaviour so it's actually blurs correctly, proper color correction and a bit of temporal jitter + accumulation to make the half res shadows look better #indiegame #gamedev #shader #unity3d #solodev
Added in colour correction for the shadows, so they more closely match the CSM shadows. #indiegame #gamedev #solodev #shaders
Got the screenspace shadows separated into its own texture, so I can change the sampling resolution independently of the view resolution. Now just to fix the upsampling/ blur / temporal accumulation so it looks less awful at low res Quarter res = 6.25% pixels #indiegame #gamedev #solodev #shaders
Too much shader magic :(( #shaders #indiegame #solodev
There, now the shadows work correctly. Fixed so that it checks the scene depth of the world for the raystep + the depth of the pixel it's on, and then comparing the two. fixes the objects shadowing too much #indiegame #gamedev #shader
Kinda working depth raymarched shadows, breaks at angles tho #indiegame #solodev #shader
Got the clouds even more optimized, running at ~0.25ms now while still looking good #indiegame #gamedev #solodev
Apparently Scorching Engines has reached 37 thousand lines of code, excluding tests which are in another catalogue, over the course of almost 4 years. probably gonna be around 50k lines before the game is "done", if you could measure completion via LOC... #indiegame #gamedev #solodev
Render distances/ quality dropdowns. (It changed vertex count per chunk, and since the density is always the same it leads to a higher render distance aswell) #indiegame #procgen #gamedev #solodev