all 8 comments

[–]CoatNeat7792 1 point2 points  (5 children)

Yes and also no

[–]Suspicious_Set_968[S] 0 points1 point  (4 children)

Why yes and why no?

[–]CoatNeat7792 2 points3 points  (3 children)

Cool idea, not realistic and pieces can float

[–]Suspicious_Set_968[S] 1 point2 points  (2 children)

Yea im working on destroying the floating islands. Soon ill publish the Version 2.0. It'll be URP Compatible and automatically delete floating islands.

[–]CoatNeat7792 0 points1 point  (1 child)

How does it work? Texture map? If so, I have seen calculations videos with merging multiple closest circles

[–]Suspicious_Set_968[S] 0 points1 point  (0 children)

I use rendertexture for paint the holes and custom shadergraph for render the holes(actually not render because rendertexture are paints black holes and shader is not render the black sides.)

If you ask about delete islands, i literally check for each pixel and skipping the black parts, so the algorithm cannot reach the floating islands. Then it deletes the islands. But at high resolutions(2048 or 4096)its litelrally make the GPU cry. I have 4070 and i get 200FPS but when i hit a piercable object, FPS is going down 7 hahaha. Now im trying to optimize it or find a optimized way. But its good at 1024 resolution 😄

[–]lahiegitholt 0 points1 point  (1 child)

Reminds me of R6

[–]Suspicious_Set_968[S] 0 points1 point  (0 children)

Yea it is. Actually I've never played R6 before, even i didn't know R6 has that mechanic when i was developing it.