Lost Socket

@lostsocketdev

Software Engineer by day, indie game dev by night. You can follow the progress on my new game in:

Suiza
Vrijeme pridruživanja: studeni 2016.

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  1. proslijedio/la je Tweet
    prije 24 sata

    A coyote and a badger use a culvert as a wildlife crossing to pass under a busy California highway together. Coyotes and badgers are known to hunt together. 🎥Peninsula Open Space Trust

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  2. 3. velj

    Working on junctions between lakes and rivers using particles, I love particles <3 😉

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  3. 1. velj

    Start editing the map! Even if the lakes and rivers are procedural it will take a while to get a good looking map, but I'll do my best with my programmer art jaja😀.

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  4. 28. sij

    Playing around with some models that I did previously to create a test scene with my new water shader, it starts looking like something 😀

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  5. 28. sij

    Ok, it took a while but lake water shader are done for now (I will adjust the style when I will have more visual elements)! Time to work a bit on the river shaders and move on!

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  6. 27. sij

    Close to finish!! (Now working to fix a tiny distortion issue and it will be done!)

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  7. 22. sij

    Finally, I have real-time reflections and refractions textures projected over the water surface I'm getting closer to getting a beautiful lake :)

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  8. 21. sij

    Well, real-time reflections on the lake shader are starting to work I need to figure out how to clip the objects that are above the surface and it will be almost done 🙃

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  9. 21. sij

    Suffering while trying to create the shader for the lakes with real-time reflections😆(Well actually it's an achievement to see the reflected scene even if it's only in one part of the lake) I wonder why a perspective division as I would do in OpenGL it doesn't work in Unity...

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  10. proslijedio/la je Tweet
    19. sij

    Anzahl Wochen Mutterschaftsurlaub: 🇪🇪 166 🇸🇰 164 🇫🇮 161 🇭🇺 160 🇱🇻 94 🇳🇴 91 🇰🇷 65 🇨🇿 63 🇱🇹 62 🇦🇹 60 🇯🇵 58 🇩🇪 58 🇸🇪 56 🇸🇮 52 🇵🇱 52 🇨🇦 51 🇩🇰 50 🇮🇹 48 🇬🇷 43 🇫🇷 42 🇬🇧 39 🇱🇺 37 🇧🇪 32 🇵🇹 30 🇨🇱 30 🇮🇸 26 🇮🇪 26 🇳🇿 18 🇦🇺 18 🇳🇱 16 🇪🇸 16 🇹🇷 16 🇮🇱 15 . . . 🇨🇭 14

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  11. 18. sij

    I spent the whole day polishing the water mesh generation and now I started with shaders. I implemented foam to get a white contour when an object or the terrain intersect with the water's surface and some vertex displacement, next day reflections!😀

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  12. 18. sij

    Now we are talking! Need to polish some problems with how I generate the rivers to stop having these "skate park shapes"🛹😆 but almost! (Shaders are just placeholders to distinguish between rivers and lakes)

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  13. 18. sij

    The procedural river mesh is almost following the terrain! 🙃

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  14. proslijedio/la je Tweet
    9. pro 2019.

    This is pretty epic. "If the Moon were only 1 pixel: a tediously accurate scale model of the solar system":

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  15. 17. sij

    Trying to generate the river meshes, Mmm I need to figure out how to make them follow the ground correctly (Lakes were easier in this aspect) 😅

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  16. 16. sij

    In my journey of rivers and lakes computation, I am glad that I did graph algorithms courses at college even if I wasn't particularly enthusiastic at that time 😅 BFS, DFS, Dijkstra, Delaunay are coming back to help me over and over again this last times. ,

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  17. 15. sij

    I can't believe I finally have the procedural lake meshes computed correctly! Now I need to handle the case where 2 lakes are formed in the same place or almost and I will be able to focus on rivers and shaders 😀!

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  18. 14. sij

    Last week I did the first devlog from a new game that I'm doing since September: for the next, I will have procedural rivers/lakes generation. For now, I'm having issues with mesh triangulation but you get the idea😉

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  19. 14. sij

    Trying to create procedural lakes and rivers, I'm having some issues with the mesh triangulation as you may see😁

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  20. proslijedio/la je Tweet
    13. sij

    Anxiety self-check Slow deep breaths

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