Click on the landscape to drop the active bomb.
Bomb strengths vary as indicated at the top right.
User-driven mesh modifications present challenges and opportunities in game design.
Markus build this prototype using C# and shaders to explore this idea. The results shown here feature many powerful concepts.
Note that the terrain model used here is a fixed landscape mesh generated using a 3rd party terrain generator and is not a feature of this demo.
Meshes are updated in real-time and changes can be saved and reloaded without affecting framerate.
The modified mesh doesn't need to be saved, just the mesh modifier (the bombs, in this prototype)
An additional UV channel is created and UVs laid out to carry the new texture (the bomb crater) and blended back to the original UV texture.
Although the steps above are computationally quite expensive, the work is distributed over a few frames so that this prototype is performant, even on mobile devices!
This same idea could be used to damage vehicles, dig trenches or build walls!
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Contact Markus Tessmann at Bomberman@rockfarm.ca
Please view his resume here
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