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No_Arms_studio
No_Arms_studio

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Devlog 2

Over the day that I have been working on yesterday's grass shader, I have added cloud lighting which was surprisingly difficult even when I was using the same noise as the base brightness which the change in brightness has been changed to a base color and the clouds decide the brightness. I have to say I will never really be that happy with it as there are too few clones that are able to be rendered and calculate their brightness with a stable performance.
The clouds itself was not too hard but transferring a moving texture that looks good when it moves slowly was very challenging. For the first problem you have to figure out how to uniformly shift the noise which I used a global variable for it. Then you have to round the global variable because if you want it to move slow it needs to be changed by a decimal but 1.1 is not an id on the grid but If it is too slow then it will make the clouds choppy. The clouds are just overall annoying to work with but they do add so much.
Also I did fix the choppy problem by finding the average value between the current and next noise value but this did come with its own problems. just kidding it was 1 but it felt like many, you see my shows were bouncing up and down and it was because when I was finding the difference in how much the noise should show the next and previous noise value I was finding the rounded value with could be rounded down but I really needed the ceiling of the value. That's all for today folks so Thank you so so much for reading and I will see all of you very very soon :)
I do realize I never said what I wanted to call my game and it was Fixed because of the fact that the game's camera is fixed to one spot in the world. Also I did add ascent grass dotted over the feild.

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No_Arms_studio
Well, clouds make my head hurt, I made the longest equation that I have ever made in my life today.
But that doesn't matter right now, what does matter is what would look better as the style in my game, Front or Isometric? keep in mind it will talk much longer for isometric collisions.
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