Next up
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.
It's better together.
A quick destruction test. Now compatible with custom "dynamic joints" and "performance buffer" systems.
It's cold here.
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.
Myther.land - GameJolt page release
Myther.land - Store rework
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