www.joewintergreen.com/dev-scoops-m...
www.joewintergreen.com/dev-scoops-m...
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
Here's my racer code
github.com/SergeyMakeev...
The game that using it
www.ulule.com/highwaytoheal/
Here's my racer code
github.com/SergeyMakeev...
The game that using it
www.ulule.com/highwaytoheal/
👉 ulule.com/highwaytoheal
💌 Sharing is caring!
#crowdfunding #highwaytoheal #indiegame #gaming
👉 ulule.com/highwaytoheal
💌 Sharing is caring!
#crowdfunding #highwaytoheal #indiegame #gaming
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.