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Big progress made today. Finally fixed cloud shaders and optimized it to not eat VRAM and run smoothly in the browser. There's 2 big shaders involved here - the cloud and the wind which can be programmed to affect all other weather effects. The idea is to have a...

17,757 Aufrufe • vor 8 Monaten •via X (Twitter)

40 Kommentare

Profilbild von Andrew Milich
Andrew Milichvor 8 Monaten

This is incredible

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

All thanks to you! If you never made noise with IsoCity I'd probably think it's simply not possible haha It takes a little snowball to start an avalanche!

Profilbild von Andrew Milich
Andrew Milichvor 8 Monaten

:)

Profilbild von erik
erikvor 8 Monaten

nice

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

Thank you! Cursor is really the MVP here haha

Profilbild von Chris Saturn
Chris Saturnvor 8 Monaten

what stack did you use?

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

Frontend is Next.js and React for UI Tailwind for css Canvas 2D API (renders terrain and base sprites/game world) WebGL (custom shaders for post processing) localstorage for state management for now Physics/particles are all custom shaders

Profilbild von Chris Saturn
Chris Saturnvor 8 Monaten

nice, ty!

Profilbild von Jayesh Betala
Jayesh Betalavor 8 Monaten

love it, what's the plan for the MVP?

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

Single player, hopefully with high replay value - think Heroes3. Smaller map (100x100 or 200x200), 4 main zones with clear goal. Main loop + several integral factions/NPCs integrated. 3 unit classes. (out of 7 planned) Scaffolding for massive multiplayer maps. (up to 2000x2000)

Profilbild von Jayesh Betala
Jayesh Betalavor 8 Monaten

wow, good luck

Profilbild von Alvin De Cruz
Alvin De Cruzvor 8 Monaten

This looks great

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

Thank you very much! Hoping to improve further in next iteration!

Profilbild von bradshannon
bradshannonvor 8 Monaten

Loving this. Are you generating the sprites or did you design/create them? That's usually one of the things that I get hung up on.

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

I sketch them simply, and let the model paint them. And then I have an i2v workflow to create spritesheets.

Profilbild von bradshannon
bradshannonvor 8 Monaten

Nice. I'll have to explore that at some point. Too many projects on my plate that are eating through my tokens lol

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

I feel you! Like I got 2 short films that are waiting for continuation, this game engine, 60 pages of game docs already written + commercial AI work... like it's crazy. Lovely era we're living in. Truly a blessing for the creative mind!

Profilbild von bradshannon
bradshannonvor 8 Monaten

I agree! I've been working on a project for most of the year that's been stewing in my mind for years. Finally using AI to bring it to life. Over the holidays I added 2 more projects and abused the crap out of Claude 2x token special lol

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

That's the beauty of it - everything we shelved due to lack of resources, means or even vision - now it can be unleashed!

Profilbild von bradshannon
bradshannonvor 8 Monaten

And it's only going to get worse! We're close to being able to explain an idea and then let it do everything while we sleep. PRD, design, develop, QA, test, deploy, good morning!

Profilbild von Randy
Randyvor 8 Monaten

Do you have the prompt? I generally get good results with shaders but not isometric buildings like that?

Profilbild von Windows Dwegen
Windows Dwegenvor 8 Monaten

What the heck.. i cant sleep tonight.. motivated

Profilbild von Luke Mat
Luke Matvor 8 Monaten

I see FPS on zoom is tragic :)

Profilbild von Kevin
Kevinvor 8 Monaten

is this a game?

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

It will be. For now it's an engine where I made a small shader lab to make beautiful effects!

Profilbild von Kevin
Kevinvor 8 Monaten

Thats beautiful!

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

Thank you! I hope the game will be fun too. If not... at least the engine/shaders will be pretty for another attempt heh

Profilbild von Kevin
Kevinvor 8 Monaten

Looking forward to it, going to develop my own game too.

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

Best of luck to us both! Lets make cool games!

Profilbild von Kevin
Kevinvor 8 Monaten

Yeah haha, what language are you using? Im currently a beginner in games

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

My stack is Canvas2D for base, webGL for post processing and shaders, and the rest is Next/React with Tailwind for frontend. I don't have a database yet. It's all localstorage for now and I keep settings in jsons

Profilbild von TMO
TMOvor 8 Monaten

Interesting, I’ve had the opposite experience so far, opus has outperformed GPT codex high in my projects

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

I think it depends on the task. Opus tends to mess things up a lot for me but kinda 'never gives up' and sometimes provides really creative solutions. It improved my math for cloud generation and made them so pretty. GPT however builds stuff that works and doesn't fall apart.

Profilbild von MMOStars
MMOStarsvor 8 Monaten

Cloning Dune 2000?

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

Lots of inspiration from the 90s definitely. Fallout, Tiberian Dawn (first C&C), Wasteland... but the game mechanics will quite different. And the setting won't be just the Wasteland - it's just the first starting biome.

Profilbild von Big Hoss 🚛💨🗽🇺🇸 ✝️
Big Hoss 🚛💨🗽🇺🇸 ✝️vor 8 Monaten

@MMOStars God I can’t remember which memory hole this triggered. The original Wasteland or Fallout, I believe Wasteland but it’s been so dam long.

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

@MMOStars Super inspired by that entire era I think it has huge potential nowadays if done right with a contemporary twist

Profilbild von Tem
Temvor 8 Monaten

Awesome! Are you using some threejs skills in codex? What the best shader integration method?

Profilbild von Startracker 🔺
Startracker 🔺vor 8 Monaten

So the base layer is simply Canvas2D. Based it off what @milichab used for IsoCity. Started from there and then realized some simple shaders were definitely possible. Then figured - why not try webGL if the models can handle it. Several days after with back and forth with gpt-codex and I managed to get some cool stuff working as a renderer on top of Canvas2D (if webgl fails for any reason it reverts to canvas). So far managed to work out performance kinks but still have some math issues where they keep endlessly speeding up unless reset.

Profilbild von neets
neetsvor 8 Monaten

the wind & cloud shaders look great, especially when zoomed out far

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