Lake and Underwater

Playway Water system is great for a huge Ocean but it does not work so well on small bodies of Water. Introducing FastOcean from bearWorks. This asset has many issues that I need to fix, but it catch my attention with some unique features. It is fast. Someway they managed to get the reflections faster than the classic planar reflection that is so slow with Aqua, Water4 or Smartwater. I love the Glare effect, it is visually amazing. The code […]

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No tropic comes without some heavy tropical rainfalls and thunderstorms. These will be top notch and will come progressively like a full cinematic experience. This will be polished but here is just a sneak peak of what you can expect. I wanted to have rain, splashes and puddle ripples. No need to re-create the wheel, Rivermill’s Realistic Rain Storm has done the work and is available in the Asset Store. Their basic settings are not optimized (12000 particles!) and the lightnings are […]

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Day and Night cycle.

Stage 1 is almost complete! There are still B level things to do, like the Rain (almost done) but I will do it when I will be bored later by the upcoming milestones. This stage took 2 months. I estimate the first beta to be for January 2018 with the game starting to be playable in September 2017. Doing a game is like climbing a mountain, you need to do it step by step, without looking at the top of […]

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You have probably noticed that the video I make can be quite slow. It is because with Unity trees, I get 10 FPS on my I7 / Nvidia 950M laptop. I have a very good procedural Jungle, but Unity show its limits. Who is going to play a game that is running at 5 FPS? Another problem is the low quality of the billboard from the Unity trees system, reminiscent to the 8 bit times it seems. They are using […]

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Glass will an important material for the buildings, specially the ones from the “elite” – normal buildings will be shacks. So I was shopping for a great glass shader and I found Crystal Glass from qq.d.y. This set of shaders is great and easy to use, except for two major problems They do not react to Global Illumination which is a big issue in a environment with day/night cycles. They do not support an opacity map to simulate dirt. In one word, […]

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