Quite tricky to show in a screenshot, but there's now a full streaming, gameobject-less, pooled dynamic collision system.
Quite tricky to show in a screenshot, but there's now a full streaming, gameobject-less, pooled dynamic collision system.
First-pass integration of the dynamic collision and terrain renderer
I have no experience with underwater explosions, but I do feel I need a nice distortion pressure wave
And in situ. Looks great animated, tho I'm not happy with the cavitation yet.
The first of the 'incidental' details are in; complete threaded fish simulation with voxel collision and no main-thread CPU load.
No shadow casting lights are in these scene. Speed. SPEEEED!
I've just invented a new way of doing baked realtime light shadows in URP. I half-feel I should pop this on the Asset Store for sale it's so good. Does ANYONE make enough money to make it worth it there tho?
Apologies for the framerate that Gyzao decided to enforce here - but gosh that's... that's really what I was after. Rubbish particles tho.
No game has ever gotten the 'I can always see my own vehicle' code right. But I'm trying to be the first.