Proper use of a rusty pipeline. pic.twitter.com/DP02L1o85p
— Dennis Gustafsson (@tuxedolabs) August 21, 2019
Dennis Gustafsson is a Swedish developer who helped create Does not Commute and Sprinkle. On his Twitter account, he shared a video from the game he is currently working on. In it you can see the impressive destructibility of the environment.
According to the author, initially he just experimented with technology, and the idea to create a game with its help came to him only a few months ago. The project does not even have a working title yet, but Gustaffson promises to tell more about it in the future. In addition, the developer is preparing a Steam page for the game.
The demo shown in the video cannot be downloaded or bought anywhere. Gustafsson ran it on a PC with a GeForce GTX1070 graphics card.
On Gustafsson’s Twitter, you can find many more interesting videos demonstrating various technologies.
What happens when you combine the fluid dynamics from Sprinkle with stochastic transparency? This! pic.twitter.com/cb8bz9P1rc
— Dennis Gustafsson (@tuxedolabs) June 25, 2019
I'm trying out dithered (blue noise) transparency in the voxel raytracing pipeline. Works surprisingly well together with TAA and gives much nicer reflections. The only issue is that the denoiser understandably gets very confused from the dither patterns. pic.twitter.com/GHWvkCjJ8J
— Dennis Gustafsson (@tuxedolabs) June 11, 2019
I know I should be working on gameplay, but volumetric lighting is just too much fun. Added proper(ish) light scattering with phase function for chromatic effects. pic.twitter.com/oGRMBlQH5U
— Dennis Gustafsson (@tuxedolabs) June 18, 2019