Deformable surfaces, sand and water, using DX11 Compute Shaders. The physics are simulated through a Hooke-spring lattice, shared between both, just with different settings. The sand uses a custom Journey-inspired shader, the water a custom shader with only refraction, no reflection. The two interact together - the sand gets wet, with the wetness spreading through the sand, and slowly dries if not submerged.
Prototype category has 9 items:
Procedural large-scale planet generation with tree-based LOD optimization and streaming.
Online notes creation and organization Progressive Web App. Allows for extensions to services such as Wikipedia, Twitter, YouTube, etc., to directly search them from the app and instantly save results as notes.
2D physics-simulated pseudo-metaballs 'random artist' algorithm, designed to generate abstract art with fairly high variance between executions of the algorithm with only a different seed.
Single-player take on an infinite mobile pong game, redesign of the 'Pongish' prototype.
A 2D action platformer prototype developed in a couple days by me and Callum Tweedie-Walker, meant as an experiment to build upon the Udders character, first developed in 3D for a Ludum Dare game jam. The prototype features a robust rigidbody character controller with two-way environment interaction, enabling physics-based platforming and puzzles, a full-body skeletal animation, and a thematically-accurate milk simulation.
A quick-to-play mobile infinite-scroller game prototype, where the player collects fuel to keep flying, doubling as their score, while dodging enemy spaceships.
A quick-to-play mobile infinite whack-a-mole game prototype, where the player puts red robbers behind bars to gain score, while letting civilians go free.
A tiny prototype of an owl-jumping gameplay mechanic.