
Workers vanishing into the gold mine, and the light that says where they went
Players reported workers disappearing at the gold mine. They were inside, mining, for four seconds a trip. Now the mine lights up while anyone is in it.
Tag
Development posts tagged shaders. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.
9 posts

Players reported workers disappearing at the gold mine. They were inside, mining, for four seconds a trip. Now the mine lights up while anyone is in it.

A waygate ships as one unpowered picture. The light turning inside its arch is drawn by code, from a single field the 2D bake and the 3D shader both read.

The 3D ground samples exactly sixteen textures, which is WebGL2's guaranteed floor. Adding one more does not degrade the render. It fails the shader link.

An outline drawn in screen pixels over geometry that keeps changing under it. Two named failure modes, a doubled hull on every building, and a lab for it.

March an army across a winter map and it carves packed trenches with lit rims. Four separate weather signals travel in the four channels of one texture.

An MIT-licensed three.js casting sandbox became the spell renderer, after a Z-up remap, an ink-banding pass, and a rule about which number decides a spell's size.

A biome sounds like a colour scheme. In this game it is eleven tiling textures, a measured average colour, a rock language, a sky and a kind of weather.

Water used to be a wall. Adding one terrain value gave the map fords that infantry wade, ships crawl through and docks stand in, and broke three things.

Grass now bleeds into dirt along a warped contour instead of a grid of transition tiles, and the 2D and 3D views of a map finally draw the same world.