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I've worked on effects improvements recently. Smoke and dust particles are volumetric now - which interacts with lighting better and brings a feel of depth. No extra performance cost.
I've made a volumetric shader for local fog and smoke. Density variation was really challenging to make but I got a good result after some hours and tricks.
A quick destruction test. Now compatible with custom "dynamic joints" and "performance buffer" systems.
Screen shader to display images, animated sprites and video media. Damage interaction and on / off states. These are CRT-styled but any type of screen can be made from the base shader.
Fluffy and highly optimized foliage. Coming on BetaTest 0.5
From the stars to the roots.
This is Callistbery
March 15, 2025
I've released some texture maps for shaders and assets creation. Use them for free, no credit required! Let me know any suggestions.
Improving some effects. 3D fireballs on explosions and better decals with dynamic heat.
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