Another little update πŸ™‚

There’s been a lot of interest in water systems on the Unity development forums lately, so I thought I’d post a quick video update on our water system for Stranded Deep —

There has been some improvements. Our original implementation calculated the vertex displacement on the CPU for a few reasons, but that has been moved over to the GPU now.. Β A few things are not shown in the video – the wave peaks and the sub-surface scattering.. and some underwater effects.

I’m hoping to have a chance to play with a screen-space reflections implementation in the coming weeks to replace the current method, so might even have another update! πŸ˜›

But there’s more important things we’re finishing at the moment, like building πŸ˜‰

:: Sam

5 thoughts on “H20

  1. O.O how exciting it is πŸ˜€ i like it realy muuuuch πŸ™‚ looks so cool, also the foresight. amazing!!! the waterlimit effect with the sand, that it looks that little blurry is real nice ^^. makes it more real realistic πŸ™‚ gooood work!

    hope there is a chance to get this wounderful game alpha, maybe betatested. πŸ™‚ i make tests for so many years now, but i never long-yearned-for a game like this. hope ur good progress survive πŸ˜‰

    best wishes from germany.

  2. H2O = 10/10 .. very nice.

    Thanks for the update.

  3. Thanks guys! We’ll keep you posted on the beta testing πŸ˜‰

  4. This is great! And it’s about to get better you say?! *fallsbackwards*

  5. I cant wait for your game to be released, I think the concept is amaing and the randomization process will be a great idea. Please give us an Idea on when the beta may occur…

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