Explore the forest, find wildflowers, and fill in your field notebook. Testing a very specific
stare to record mechanic. Subtle zoom effect, lets player know something is happening. Unknown flowers
glow (inspired by elden ring).
Evaluating whether we can use billboards for rendering cornfields, as a stylistic choice. Different types of
billboards are tested. There are some trinkets in the maze to collect.
Inspired by land of the lost, and Matt Smith's second tardis. Worked out some kinks with portals. Experimenting
with different ways of doing windows (currently the simple way). Spatial audio for the sweep sound effect.
Test of 4d corn maze carving and object visibility profiles. Antichamber-inspired circular path with more than
360deg connects 2 towers, one of which is closer to the other than the other is to it.
A near/far rendering study with single-card corn, a fixed windless capture tile, power-of-two clipmaps,
procedural clouds, environment presets, and a tower.
A shader test where textures stay centered in screen space while surface normals still drive
lighting. Compared fixed, per-object, and per-pixel distance scaling. In the end I disabled the object offsets
as pure screenspace look was better. But this meant distance scaling had to be disabled as well.
Recreating the sorely missed seabreeze flyers,
with simulated aerodynamics on
tail and rider-controlled
rudder, inelastic constraints for the cables, and rigid body for main structure and tubs. Tries to detect "cable
snapping."