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Water fx... - Posted on: 1/28/2019   [Uncategorized]



I worked more on the new water effects...

So, I've figured out two things which help with the pixelation on mobile/android... most of it has to do with precision loss...
- Use "frac()" or "fmod()" to prevent Time variables from becoming too large.
- Use "Float" types only, for higher precision.
I've read that android/mobile will convert those variables into less precise "half" or "fixed" types, so that doesn't make sense to me. But, it does seem to help. The textures are not crisp, but the pixelation is negligible from a short distance.

I also added another Alpha property, which blends the main texture with the water color/alpha!

I'm not sure if I'll attach my other effects to this yet. Its mostly intended for mobile... so, I think I'm going to keep this version clean and simple.

And, I also created a different shader for the terrain/objects. Instead of a "texture-to-fog", its a "texture-to-texture" shader, which has one texture for dirt and one texture for grass that are blended together at a specified height.




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Updates... 2/14/2019
I added one more level to the new labyrinth game...
New level... 2/13/2019
I just added another level...
Graphics... 2/13/2019
I started working on graphics for the logo, splash screen, and icon.
Labyrinth game updates... 2/11/2019
I added two new levels...
Adding sound... 2/9/2019
I started adding sound to the game...
New game experiment... 2/7/2019
I worked more on the box maze experiment...
Another prototype using Motion Controls... 2/6/2019
Trying to take advantage of motion controls and prototyping another new game...
Top-down controls... 2/5/2019
Worked on top-down controls...
Added water caustics... 2/3/2019
I added my water caustics effect to one of the scenes I've been developing in.
New shader updates... 2/3/2019
I fixed an error with the new shaders...
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