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damonbranch34 karma

That's a good question, we're not sure if enough people are into all the details but we were thinking of doing either a book or mini - documentary where we talk about the whole dev process and all the trick behind the tech like destructible land and water physics. The truth is I knew nothing about fluid dynamics when I started - i failed physics :) I'd love to share my journey and everything we learnt.

damonbranch15 karma

If there was a physics engine out there that did what we wanted to do, trust me we would have used it! But there wasn't so everything had to be made from scratch - still today i dont think there's an engine out there which supports liquids and destructible levels - let me know if i'm wrong.

damonbranch14 karma

We hadn't thought about that seriously until we threw our game play party last week when about 5 different people asked us that same question. We were really focused on building the game and honestly didn't think the tech would get all that much buzz. So basically yes, why not. We'll need to get out of our houses and build a company to do that but if people see it as a cool middleware tool to build their ideas then that would be an awesome thing for us to do

damonbranch13 karma

I wrote the first version using the CPU but it became apparent that it would never work with so many particles so I flipped it over to the GPU! Most people probably dont thing of using the GFX processor to do physics but I rigged it so that everything ran parallel on the GPU (Graphics Processing Unit) - and voila - it started coming together once i'd spent a long time battling with all the shader language idiosyncrasies. It's hard to give more details than that in this post but that's really the coolest part of it.

damonbranch12 karma

yes - we put it on greenlight and we have 95% or more great feedback but also they want to see a demo so we will likely have to do the PC port before we get accepted there. That shouldn't take long though as everything is written in Direct X (PC) anyway