![]() But that happens only in a fraction of frames, so it’s not a big problem. Zooming or changing tiles in the view would invalidate the content of the offscreen buffer, and the terrain would have to be re-rendered for the entire view. If the players view didn’t change at all, we would use the offscreen buffer as is, if the player moved, we would shift the buffer accordingly, and render just the bits that were not visible before. Water animation - Game integration posilaįor a long time, in order to make terrain rendering fast, we would keep an offscreen buffer with terrain that was rendered in the previous frame, and reuse it to render terrain in the current frame. The reason is waterfall was the first thing we tried, and concluded that the jelly looks better and cleaner. I mean it would look nice having a waterfall to this pitch-black hole of nothing. Now some of you might ask why we did not use a waterfall. For cutting/masking out water where we want, I used another shader that generated green waves in the water render target. Basically we left the old graphics on the bottom and added animated water on top. This way we are able to add information not only for shore, but also for entities.įor out of map we updated our jelly feeling with waves on top. All drawing is additive to account for multiple tiles drawing on top of each other. Red for reflections, green for transparency, and blue for foam. Using three channels RGB, I am able to save three kinds of information. A render target is just a texture on which you can draw. Solving reflections, transparency and foam resulted in using a render target to save information for water shader. Half a year passed and that solution was back on the table, I only had to solve reflections, foam, transparency, out of map transitions, and some other stuff. After that, we basically forgot about it. However, I sat down with Albert and talked and tweaked values to more appealing ones. Sadly it was not really accepted mostly because of the movement. With some trial and error, water was recreated with a moving effect.Īt the beginning of 2019, I pitched the prototype to the team. The position was easy to solve also, I simply used UV coordinates to represent the game world position. To save GPU power, water was drawn the same as tiles, one after another. So I started MonoGame (lovely framework) and implemented a tile-based world using the same technique for the shader, the only difference being I clamped noise values to simulate brighter and darker areas. With a low iteration count, it was almost as cheap as drawing a sprite. It used fractal Brownian Motion and only sampled a noise texture, instead of the usual approach of calculating Perlin noise. In the past I was experimenting with this cheap clouds shader. It had to look similar to the current water.Based on past conversations with Albert the goal for it was clear: I am glad to talk to you a bit about us solving animated water!Ĭhristmas of 2018, I decided to gift myself with solving water animation in secret. Due to the fact that making animated water was considered polishing, we never took the time to make an actual solution.īut now we are polishing Factorio, trying to make it as beautiful as we possibly can given our constraints. Some of you with an eye for detail might have noticed that water in Factorio is static. So let us talk about water and how the current representation might be missing something. Animation is how we communicate with our audience about functionality, it creates interest and emotions people like. Webm/Mp4 playback not supported on your device.Īnimation was always one of the most powerful creative tools we have. I personally bet that this animation, with the proper sound design, will provide the natural feeling that the planet needs. This animation doesn't try to grab your attention, it's just there. Today we proudly present the first experiment in this area: Animated water. So the environment is nice looking but it feels somehow unreal due this lack of motion. We put a lot of effort also in the environmental side, adding different tile sizes, improving textures, adding doodads, cliffs, trees, decals, and constantly improving the map generation for a better feeling.īut apart from biters and the factory, nothing else moves in this Factorio planet. ![]() Since the very beginning of the project, we have focused a lot in the side of the factory, providing better designs for the machines, and expressive animations that give a sense of life and credibility in this area.
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