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Enough technical problems solved to have this gameplay and visuals. Many more to solve to have gameplay and visuals I devised.

60,583 views • 1 year ago •via X (Twitter)

11 Comments

Zolden's profile picture
Zolden1 year ago

This game is wishlistable on Steam. It's far from release, but it's convenient to wishlist, not to miss when it's out.

Skytech Gaming's profile picture
Skytech Gaming1 year ago

Stay inside. Play Video Games.

Mads Olesen's profile picture
Mads Olesen1 year ago

Looks like you've got an issue with sponginess in the still attached rigid bodies - a kind of 'reverberation' effect It actually makes the visuals really fun. I imagine this is part of how 'world of goo' became what it is - the programmers probably decided to embrace the rubber

Zolden's profile picture
Zolden1 year ago

Yeah, this issue is fun: subtle, yet hard to solve. Solutions are: heavy workarounds, that make physics less realistic, or performance costly, or tricky compute science, or crazy ideas. Or just embracing it and making a feature, yes.

Brandon's profile picture
Brandon1 year ago

Asteroids 2.0 😳

kache's profile picture
kache1 year ago

this is so cool, keep it up! do you have any writeups i could look at to get started on this sort of thing?

Zolden's profile picture
Zolden1 year ago

Thanks! I once wrote a couple of tutorials on physics simulation on GPU, but these days it's much easier to do it with tutoring by AI. General approach is: learn compute shaders in Unity, it's the easiest way to compute on GPU. Then just build simple simulations, for example interaction of particles using Lennard-Jones force. It's what you see in my video. Visualize it with Unity spheres at first, later learn faster rendering techniques. Then add more physical entities, like interacting hard bodies. This is one of the tutorials I made:

Lambda Rick /acc's profile picture
Lambda Rick /acc1 year ago

looks like the 2d particles can move independently, but even when joined they vibrate together. Are they always computed individually with just a few neighbors?

Zolden's profile picture
Zolden1 year ago

Good observation! Yes, they are always computed individually, no mater how many neighbors.

Henning Sittler's profile picture
Henning Sittler1 year ago

Star Control II — the Ur-Quan Masters

elles's profile picture
elles1 year ago

Reminds me of Escape Velocity!

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