Improved Liquid Rendering
Hello Riftbreakers!
As you might have noticed from all the promotional materials we’ve released on the topic of the Fungal Swamp, this new biome is a lot different from the other areas of Galatea 37. Of course, all biomes are unique thanks to their varied fauna and flora, but the Swamp stands out because of something else. The amount of dry land is by far the lowest among the biomes we’ve visited so far. Not only does this present a building challenge to you, but also a visual challenge for us. Liquid pools were never the strongest point of The Riftbreaker’s visual presentation. However, thanks to the improvements in The Schmetterling Engine, this will change with the World Expansion III update.
https://store.steampowered.com/app/2506610/The_Riftbreaker_World_Expansion_III/
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For a long time, we did not have support for rendering transparent materials in the engine due to the constraints of deferred shading. Last year, we made an effort to switch to a new shading technique called tiled deferred shading, which we described in detail in this article. This change was largely dictated by the fact that an idea for a water-based biome has been brewing in our minds for quite some time. Transparent materials were the first step in order to pull this off properly. After a period of experimentation carried out by the graphics team, we arrived at this result:
Each physical element that comes into contact with water causes waves to appear.As you can see, the water we created is not perfectly clear. Moreover, the deeper the pool is, the darker the water gets. This way, we can simulate how the light behaves in the liquid without having to carry out the complex math of light refraction. It is done via a shader that controls the color of the liquid material based on the depth of the pool. This way, we can change the appearance of the liquid by adjusting shader properties. It also means that you can potentially create mods with new liquids and custom looks based on what we’ve done.
'Water' in the prologue mission did not look like water at all, however, we did not have the correct tools to make it better.Naturally, filling a pool with water or any other liquid is not enough to simulate the behavior of a real liquid pool. To make a convincing lake, you need more than water. The bottom of the lake must be filled with various stones and plants, and the formation of the terrain itself must vary as well. Our level designers carefully redesigned every liquid pool on every tile in the game, creating a believable layer of tiny decorations hidden beneath the surface. You might not notice them a lot in-game, but believe us - if they weren’t there, the game simply wouldn’t look right.
After the switch to the new system, the water looks much more convincing. The waves that appear on the surface play a huge role in that. The edges of liquid pools are much more distinct in the new system and easier to notice.Another aspect of a good looking water simulation is convincingly portraying the waves and ripples on the surface. That’s a job for another custom shader. First, we made sure that each vertex that comes into collision with the surface causes concentric waves to appear. This is visible when Mr. Riggs walks through a lake, for example, but truly shines when you observe a creature with more than two legs. In the case of Stickrids, for example, you can see each of the six legs causing its own ripple effect. In addition, the waves multiply and cancel each other out if they come into contact.
In the previous system we faked waves and ripples by using a 'refract' particle effect, which generally caused chaos on the screen.
The new and improved version. It takes some time for the surface to settle after it's been disturbed.However, some phenomena can also cause waves to appear on water despite not making direct physical contact with it. Explosions and shockwaves caused by rockets and other projectiles should also have a visible effect and cause a wake to appear. The solution to that required some creativity, but we made that happen. Explosions and large projectiles now have an invisible collision sphere attached to them. The sphere is large enough to come into contact with the liquid surface. Thanks to that, our shader knows that it should cause waves to appear. The effect looks great, especially when you shoot multiple rockets - just check out the new and improved Swarm Missile launcher!
The improved Swarm Missile Launcher is a great tool for testing the 'interactability' of the liquid pools!Additionally, to give our lakes a more lively and natural look, we decided to sprinkle in some details. Take water lilies as an example. All the vegetation and decorations in lakes are created using our prefab system. The level designer marks the area to be filled with a prefab, and the system spawns various props on the ground. However, we give water lilies a bit of special treatment. The game always spawns them on the surface of the water. This way, you can decorate your lakes, even without the ability to place objects directly on the surface in the editor. We also made sure that whenever a liquid comes into contact with the ground or a prop, you will see delicate foam forming at the point of contact. This allows the ground and liquids to blend in a natural way.
The refraction effect looked quite okay on some liquids, but it wasn't the level we were satisfied with.
Things can always look better. We won't stop improving.We applied these changes to all the liquids in the game, so all the biomes are going to get a visual boost with the arrival of World Expansion III. Naturally, these changes are not without a performance cost, so if you would rather have a couple of extra frames per second or just do not enjoy these effects, you can simply flick a switch in the options menu to turn the water simulation off. If you’re on the fence - come and see the new liquids live at www.twitch.tv/exorstudios - we’re on at 3 PM CEST on Tuesdays and Thursdays. Drop by Discord to get notified about that: www.discord.gg/exorstudios
See you next time!
EXOR Studios
The new system allows us to replace decorations in various spots across the level, reducing the rare, but unpleasant repetitions.
You can walk by the same spot many times and not even realize you've seen it before, but slightly different!
Prefabs work great and save a lot of time, but have their limitations. This is why we decided to introduce prop sets.
The prefab system was quite powerful, as it could transform the feeling of an entire tile. But, as always, we wanted more power. MORE POWER!
A dozen variations available at a click of a button.
SURPRISE SPREADSHEET! Working in game development requires more staring at spreadsheets than you imagine. This is a fragment of our Fungal Swamp biome propset. Click to zoom in, if you like spreadsheets.
This feature allows us to have many variations of complex structures without the need for manual re-propping everything each time.
Replacing props in such tightly-packed spaces would be a nightmare. With the new system, it's a breeze.
The right set can completely change the mood of the scene.
If you see one Canceroth in the wild, there is a good chance that there are more nearby.
Canceroth testing in a synthetic environment. Take a good look - it's rare to see one in such a calm setting.
Canceroth Nests are well protected by other species of creatures and plants. What's their connection? You will have to discover it yourself.
Canceroths do not only spawn during attack waves. They will also attack you if you touch a Bioanomaly.
If you thought battles in The Riftbreaker can get chaotic sometimes, just wait for the Canceroth to appear.
Terrain obstacles are nothing for a Canceroth. They can move across the talles peaks and deepest canyons of Galatea 37.
If you somehow miss a Canceroth rolling through your base, you will definitely notice the telltale trail of destruction.
This creature/structure/growth/whatever-it-is looks certainly different from all the other nests we've seen so far.
You will rarely get this much space to fight the nest. Cherish these moments.
Battling through to the nest itself is a difficult and dangerous process.
Luckily most of the natural inhabitants of the Swamp biome absolutely hate fire.
Energy-based weapons like the Lightning Gun can help you clear out multiple targets at once - which is especially useful when the entire jungle decides to attack you!
Sometimes you might not even realize how many enemies are around you! Employ hit-and-run tactics to get away from hairy situations like these.
All three levels of the Floating Immolator Tower. By the way - they don't get smaller with each level. It's just the perspective and my lack of Photoshop skills.
Perfect protection for your pipelines.
Stumbling upon a row of towers like this one should make your enemies think twice. It should, but it doesn't, which is good, because it means that the twoers will get the chance to get busy.
These towers do not need any additional power sources. Thanks to this, you can set up traps in the middle of nowhere!
Always support your Immolators with artillery. Let the fireworks begin!
No one will destroy this pipeline under our watch! By the way, it's a sneaky preview of a new resource - resin. Any guesses what it can do?