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Demo was a HUGE success bringing in a lot more people aboard than I thought. There is now a new tier:

If you are currently donating $5+, you can upgrade to this tier.

This tier will serve those who are not willing to wait for the version updates that roll out every 2+ months. I will begin to provide beta pre-release versions which will go out roughly 1~2 times per month. These pre-releases will have beta content that will eventually be included in the normal playable demo releases. But you get to try it out weeks earlier! The early content can range from new props, to new behaviors, to beta VR features.

The next v0.3 version (release date yet to be announced), will focus more so on the environment and VR features but still have new Shinobu behaviors.

Today I modeled and UV-unwrapped tables and chairs. They will be textured similarly to these chairs:

A big new feature I have begun working on is realistic water handling, that is, carrying a simulated liquid in a cup.

Now obviously this can't use GPU particle simulations because it would fry computers, but with the right shaders and math, we can achieve very good results. The first problem is how do I want to mathematically represent the liquid. I chose to split this problem into 2 parts; in the cup, and as it is being poured out. I've only started on the "in the cup" state.

In the cup:

There were 2 ways I found that could work. The first way is represent the surface of the water as the intersection between a sphere and a cylinder. Another way was as the intersection between a plane and a cylinder.

The problem with the first form is that we need to constantly know where the center of the sphere is. So when we tip the glass over, we don't know where to place the sphere for intersection testing, not to mention the radius changes. The plane on the other hand doesn't really have a center or a radius, only a defining point, which can be anywhere on the plane.

So I'll be hammering out some functions for a plane to cylinder intersection and generate a few points to create a mesh that always intersects with the cup. Then generate a mesh with those points and stick it in the glass cup.

We also now have a discord! https://discord.gg/Zs7H2p

This will be used for sending bugfixing reports as well.

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