motes
The air of Ashcross as one quad. Falling ash, rising embers and slanting rain are the same thing: a grid of cells, one particle per cell at a hashed offset, sliding along the cell's own axis at a hashed rate, run two or three times at different scales so the weather has depth ins…
motes
The air of Ashcross as one quad. Falling ash, rising embers and slanting rain are the same thing: a grid of cells, one particle per cell at a hashed offset, sliding along the cell's own axis at a hashed rate, run two or three times at different scales so the weather has depth inside its own band.
A screenful of weather is one draw call and no CPU work, and costs the same whether there are forty motes on screen or four hundred.
streak separates the three — 0 is a round ash flake, 1 is a rain line — and
rise flips the fall into a drift upward for embers. scroll_x / scroll_y
are the band's parallax, so climbing fast streams the ash past you.
Materials: art.weather.ash, art.weather.rain, art.weather.embers.
Scoped to this part · feeds back into the world's score.