How I CHEATED Rain In My Indie Game...  #shorts

#devlog #godot #indiegame #gamedev

28 Comments

  1. Rain in games is surprisingly an interesting topic.
    Your rain looks good simple and fitting!
    I always check how good the rain is in games.
    Does it rain under cover.
    Makes the direction sense like is it the same as the winds.
    Does the rain collide on impact. Splashing.
    Dose the rain magically disappear by crossing a zone.
    Are the drops fixed to my character or camera rotation. (Camera is the worst, looks like an overlay of rain)

    World of warcraft had an interesting approach. If you jumped down the rain bunched up and hit like a bucked a second later.😂

  2. on modern GPUs im unsure that a transparent texture is a good idea, on dense rain youd get more perf impact from overdraw, assuming the particles use a gpu system

  3. I think what the most important thing is to sell. Rain is the atmospheric effect when it's raining heavily you're the distance you can see is restricted by the rain being in the way essentially.

  4. How do you handle impact collisions to hide them from clipping if you were under a tree or something? I’ve had a bunch of issues using collision detection boxes on objects because sometimes particles just phase through.

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