Solo-made Pixel-Simulated Game running on the GPU, inspired by Noita and Minecraft. (top-down)
Main tech used is compute shaders, to ensure high efficiency with large maps.
Slideshow
1 / 5
Custom voxel path-tracer incorporating reflection, refraction, and volumetric depth.
The cube shown is a collection of refractive dark-grey blocks, coloured light blocks, green mirrors and purple glass.
2 / 5
A 2D water simulation - the water attempts to spread itself equally after losing its momentum.
The terrain is uneven, being lower in height at the center.
3 / 5
An early attempt at 2d water simulation. The attempts to become ubiquitous after losing its momentum.
4 / 5
The current state of the water simulation branch.
A full 3D upgrade to the depth-affected 2d simulation.
Runs at 200fps on 150k cells.
5 / 5
A 2D first simulation - the first simulation I made.
Simple logic that spreads fire forwards and fades.