Skip to main content

Techy Stuff - The Fluid

The smoke-like material seen during the intro and during teleportation is a a real time 2D fluid simulation (a small Navier-Stokes grid for the savvy). Initially, this fluid simulation was meant to occupy the whole screen space (kind of like Little Big Planet), and then emission would occur where needed (where the character is most of the time). The fluid simulation is run as a separate thread and updates at a different rate than the game (slightly slower). The fluid equations are adapted from Dunkan Brinsmead's fast maya fluid equations, which he so kindly make available to the public.

Ultimately, I couldn't simulate a fluid this large becuase I was simulating on the CPU (I've seen several implementations of fluid dynamics on the GPU, but sadly didn't have the time to try them).  So, the end result was a low res fluid centered around the character at all times, that resets its contents when a new teleportation occurs. It still provides a nice subtle randomness to every teleport, which is something that occurs rather frequently in my game.


Popular posts from this blog

Painterly Shader with GLSL

Besides all the regular fancy shaders you would normally find (reflections, normal mapping...) the demo features one advanced fullscreen shader to produce the painterly effect. Its different from the usual cel-shading techniques because it doesn't rely on silhouettes or a different lighting model to produce the effect. Instead, the shader utilizes a brush pass ( the scene re-rendered with a brush texture applied to everything) and the depth pass, alongsde the main color pass to distort the image in a specific way. The brush pass is used to define the magnitude of the distortion, and some math applied to the depth pass to define the direction of the distortion.

Its useful to note that the main color pass is rendered completely normally, the lighting is baked from Maya into the textures, and shaders are applied normally for reflections and normal mapping.Below are screenshots of the passes with a brief explanation of how it works.

1. The brush pass. The color value decides the distort…

Concept Art for New Puzzler

Some concept art for Zero Age. 

Zero Age Screenshots Set 1

Screenshots from various levels in ZeroAge. The game will be available for iPads 2 and newer (might eventually make an android version).