Check it out - here’s a new video showing fancy fluid rendering in our new game. Now liquids look like swirling fluids that mix and blend. Shafts of light flicker down through the surface, and get absorbed in the depths.
Here’s a video of crashing waves in the Jellygrade fluid simulator. I’m using more particles than we can push on current generation tablets, but it won’t be long until they’re capable of doing stuff at this scale
Here’s a sequence showing some of the things we’re thinking about for the first stage of the game - the Hadean epoch.
You start out with a churning, molten landscape - before the earth was cool enough for a solid crust - and you’re controlling geological forces to build up an atmosphere, a solid surface, and the first standing ocean.
Here’s a quick video showing off our underlying fluid simulation. Andrew Willmott has been cranking on the sim and it’s coming along really nicely. It’s all debug graphics, so pay no attention to the rendering.
We’ll go into more detail about what’s actually going on in later videos, but this one’s showing viscosity, density and interaction all working together.