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how did you make glass shattering? looks nice)

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Didn't expect to recieve any kind of comments or feedback on this page, so this is a pleasant surprise, especially since it's been about a year since the demo was released.

As for the glass, if i remember correctly, i fed an array of positions to the glass shader, which were used to overlay a shatter texture (Alpha,Normal,Roughness etc), as many times as there were positions in the array. The rest was just scripted hit points and glass particles. I can get into more detail if you'd like, since the whole window / glass system was a bit tricky. (or feel free to ask about anything)

The performance is definitely bad. I was rushing to get the demo done as soon as possible at the time, so i skipped over things like asset streaming (the entire map is one single mesh lol. Around 1.5 million verts), because i wanted to have a playable map ready to go and it ran well enough on my computer. By now i've learned my lesson, but i kinda burned out and stopped working on the project.
At this point, it's more like a tech demo of what i'm capable of by myself. I pushed really hard for the visuals and the atmosphere, but i could only get so far.

Thanks for checking out the demo, i really do appreciate it.


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Glass looked so nice I even thought it was a fractured mesh xd. Interesting how you made shatter textures not to overlap. Can you share the shader code? If not, that's ok). I could consider adding it to my future open source fps game =) 

Making a good FPS game requires a lot of time and motivation. I understand you!)

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The original shader was very wonky and only worked in very specific conditions due to the way the texture coordinates were used. Due to your interest, i decided to rewrite the entire shader with better core principles.
Hope you like it.
https://godotshaders.com/shader/glass-shatter-impact-points/

I'm glad i did this, as i know i'll definitely have use for something like this in the future.

Thanks!

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Let me know how your project goes, i'd love to check it out.

performance optimizations are very needed