Recreating the water physics from Mario Kart World
I have been playing the new Mario Kart World game recently. During the water sections, I noticed that bob-ombs could cause large waves to appear that interact with the players. I have wanted to work on a technical art project for a while now, so I decided to implement a version of their interactive ocean system for myself. Additionally, I implemented many other effects featured in the latest Mario Kart installment, such as item boxes, boost panels and tire tracks in the sand.
read moreSimulating Forest Fires
Inspired by the Scintilla paper, I wanted to create interesting forest fire simulations on my procedurally generated Smooth Voxel Terrain.
To achieve it, I came up with the following requirements:
We need to come up with a system to modify the grass on the terrain. It needs to be able to visually indicate that it has been burnt, and in that case, it shouldn’t be able to be burnt again.
read moreReal-Time Zelda inspired Isoline Map
In 3D virtual environments, one can benefit greatly from having a map to lead them the way. Oftentimes maps are created by talented artists. However, when procedurally generating a terrain we have to create a map programmatically.
In our case, the goal is to generated a map for our procedurally generated Smooth Voxel Terrain. I planned out two possible solutions:
Generate a heightmap texture based on the octree. This would involve raymarching through the SDF for every pixel in the texture.
read more