Next up
Branched off to a side-scrolling version of the tile engine. Lighting now uses set transmission levels per tile, with heavier materials dampening the light and less heavy materials such as dirt allowing more light to phase through
few tweaks
fluid dynamics / viscosity now, did a test to make sure fluid levels were actually preserved during movement
ignore the funky player movement, it really needs to be fixed
OCTOBER 13 2026
water physics; rudimentary. quite similiar to my light flow except the water prioritizes vertical motion over horizontal, and the law of the conservation of energy was especially applicable. not pretty right now, hopefully i will clean it up xD
SGI-STRIKE REMASTERED - WEAPON DEMO
few sample Seed values. terrain is entirely based upon seed value. biomes are created based upon humidity, temperature, and elevation, all of which are generated by noise
Death animations and blue torch.
adding grass outline wrApping. was a lot more difficult than expected











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