He/him
It nails a specific "feel" of the water, with the small ripples, I don't see in many other games.
youtu.be/8rCRsOLiO7k?...
It nails a specific "feel" of the water, with the small ripples, I don't see in many other games.
youtu.be/8rCRsOLiO7k?...
Higher noise frequency -> more hectic
Higher noise strength -> more erratic
Here's a comparison of different settings:
Higher noise frequency -> more hectic
Higher noise strength -> more erratic
Here's a comparison of different settings:
I find it hard to organize a clean library of game features and keep track of everything. I wonder how people do it on big projects ):
I find it hard to organize a clean library of game features and keep track of everything. I wonder how people do it on big projects ):
The sound is the cherry on top that ties everything together, kudos to the incredible sound people of Toca.
The sound is the cherry on top that ties everything together, kudos to the incredible sound people of Toca.
For the 1st fish, you want the head of the fish to stay steady (uv 1,0) and the rest of the body to progressively lag behind until the tail which moves a lot (uv 0,1)
Hope that makes sense 🙈
For the 1st fish, you want the head of the fish to stay steady (uv 1,0) and the rest of the body to progressively lag behind until the tail which moves a lot (uv 0,1)
Hope that makes sense 🙈
It's surprisingly versatile and convincing! On top of being super cheap to make and run :)
It's surprisingly versatile and convincing! On top of being super cheap to make and run :)
Particularly visible here, with also a bit of fake cloud transparency :)
Particularly visible here, with also a bit of fake cloud transparency :)
Does a great job of giving a sense of the clouds going over the horizon.
Does a great job of giving a sense of the clouds going over the horizon.