1 comments

  • vunderba 4 hours ago

    > To get the cells to stretch dynamically based on their velocity, I use a technique called Domain Warping. Basically in the fragment shader, the fragmentPosition is adjusted inwards/outwards depending on the current velocity, which squashes/stretches the entire coordinate system of the quad in either direction. Gives it a very organic look. I explain this in more detail here. [2]

    Nice job! One question. I don’t know a ton about shaders, but my understanding was that they’re purely a visual thing. So if you’re stretching and physically altering the cells/structure/topology, will you be able to use that in gameplay as well?

    In other words, can those changes still affect physics, collision detection, and other interactive elements of the game?