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Updates... - Posted on: 7/19/2018   [Uncategorized]



I created a script that rotates, scales, or positions an object using a sin() function...

The script makes the object animate smoothly in any vector direction. It combines several different scripts I was originally using.

I've also been trying to make a simple water shader, but its been really difficult. I can't get anything to work on my Android device, so it could just be my device. The effect (shown above) draws a nice shoreline around the edges of the water.

I also had to change the cameras from Orthographic to Perspective, because orthographic doesn't render depth, which is required for the water-edge effect.





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Underwater fx... 9/19/2018
I rendered several different animations for the caustics, just to have a few alternative options.
Underwater fx... 9/18/2018
The water caustic effect is working! I got it to scale the whole map, and fade out! I still can't believe I figured this out!
Underwater fx... 9/17/2018
I figured out how to update the projector shader, so the caustic fx are only visible below the water line.
Underwater fx... 9/17/2018
I researched ways to make underwater lighting caustics.
Random environment... 9/16/2018
I cleaned up the project, and setup a simple horizontal ui graphic for highlighting objectives or objects of interest.
Random environment... 9/15/2018
Following up to my previous post, I attempt to fix the visual gap between the water and land by adding a large terrain to surround the whole level and water edges.
Fog updates... 9/15/2018
Programming and game development can be really frustrating and challenging. I spent the whole night trying to fix an issue with a fog scattering script.
Random environment... 9/14/2018
I did more work on the random environment.
Random environment... 9/13/2018
I created a script to adjust the water color as the time of day changes, so the color matches the sky color better.
Random environment... 9/5/2018
I made an animated GIF to follow up my previous post...
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