Well done Sam, the water looks great!
We got at least two waters now. That’s more than before. This future game is powerful.
Looks good, how are you doing the reflections, edited global shader and c# or something in the engine code?
The water looks really beautiful, nice work!
Holy fudge this looks awesome, great work, those reflections are great as well, will be cool to see how it can be extended via C#!
This looks amazing and reminds me of the water you’d see back in HL-1.
Out of curiosity’s sake what’s the different with env_sea? Does it setup a global water level that will flow around the entire map without requiring extra entity or meshwork?
That would be a nice way to simulate tides and floods
This looks metal, can’t wait for S&Box to come out
its not metal, its water
I meant to say mental big man calm your boobs
That’s some good looking water!
Love it! Is that voronoi noise being used for the waves?
Any chance we could use it now?
Looks like gerstner waves, the standard for ocean simulation
Interesting. Do we know anything now about how creating new shaders will work in Sbox?
From what I can tell, it’ll be a hell of a lot easier than coding shaders for Source 1
Shaders can be made with hlsl super easily. We’ll also not be limited in type (compute shaders are available)
We’ve not had any info about a node editor yet, but one probably exists within their version of source 2.
This has me beyond reasonably excited.
Aren’t they using a language that is close but then they transpile down into HLSL and compile?