Sent you a private message with a Claybook key.I'm à YouTuber where is my key ?
Really lovely game. Still no VR experimentation yet ?
Sent you a private message with a Claybook key.
We have Oculus Rift at office. Will do some testing during the early access period, but now we are focusing 100% on the launch.
We gave away plenty of beta keys to YouTubers. Many big ones too, but I am linking this one because he appears to know best how to play the game
We certainly hope so too!The game looks amazing. Hopefully it gets a lot of people's attention.
Some coop splitscreen footage (Italian):I want some multiplayer footage!
We have had ideas to add multiple fluid colors and fluid mixing (with physical reactions). Going to experiment that during the early access period.would be cool to take something like this and just turn it into particle physics game a la https://dan-ball.jp/en/javagame/dust/ but more 3d and complex.
There's a separate rewind history for each shape. It tracks only position and rotation and morph state (blend between shapes). Deform state is not tracked, but it is maintained (each shape is formed out of 16 thousand particles, recording that wouldn't be possible). When you rewind, you only rewind back one shape at a time. Other shapes and world state is not rewound. This is a bit like Braid. Because each shape has their own history, you can do some tricks with the rewind mechanic. We don't have any puzzles in early access launch version that require use of the rewind, but you can certainly get faster time on many puzzles by using it creatively. Final version will have much more levels, so expect to see some that require rewind tricks.I am curious about the rewind feature. Is this feature exact? Exact in the sense that you really back track the exact way (plus movement). Or is does it simulate the movement backwards, i.e. there are very small differences as I would assume a simulation is not machine precision exact when going back and forth...?
3d is much harder than 2d. Imagine 2k*2k 2d world. That's roughly two screens (scrolling) at 1920x1080. Not a big level. 4 million pixels in total. Now scale this to 3d, and you get 2k*2k*2k. Which requires two thousand times more memory and computational performance. And that's not actually even true, since 2d neighborhood operations in grid access 3x3-1 = 8 neighborhood cells, while the same operations in 3d access 3x3x3-1 = 26 neighborhood cells. Which is over 3.25x more expensive (in addition to the two thousand time increase in N). There's also a problem that 3d allows you to zoom close to any surface. So you actually need even more resolution than this to present a pixel perfect game from every possible camera angle (similar to the 2d version).How big could you make the world if everything on it was particle based like the interective shapes?