Hey Supersonic Fighters! A few weeks ago, I shared an image of the “low-res terrain,” showing what the distant scenery will look like—here it is again: Since then, I’ve been working on the “high res terrain” — the groun
Full notes
Full Supersonic Fight update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey Supersonic Fighters!
What changed
0 fixes0 additions5 changes0 removals
Maps
changedA few weeks ago, I shared an image of the “low-res terrain,” showing what the distant scenery will look like—here it is again:
changedSince then, I’ve been working on the “high res terrain” — the ground you’ll actually be flying over and seeing up-close. The game will include very large areas (San Francisco being the obvious one), so I needed to automate the process as much as possible.
changedI had done a lot of work on this some time ago, creating procedural tools to adjust terrain height and paint textures. I even made a video about it back in Dec 2022:
changedHowever, those tools were very slow, which made it hard to tweak things and immediately see the results. To fix that, I switched to Compute Shaders—super-fast tools that let me see terrain changes instantly. It has completely transformed the workflow.
changedAnyway, enough talk. Here’s an image that gives you an idea of what the terrain will look like up-close:
Supersonic Fight changes
changedA few weeks ago, I shared an image of the “low-res terrain,” showing what the distant scenery will look like—here it is again:
changedSince then, I’ve been working on the “high res terrain” — the ground you’ll actually be flying over and seeing up-close. The game will include very large areas (San Francisco being the obvious one), so I needed to automate the process as much as possible.
changedI had done a lot of work on this some time ago, creating procedural tools to adjust terrain height and paint textures. I even made a video about it back in Dec 2022:
changedHowever, those tools were very slow, which made it hard to tweak things and immediately see the results. To fix that, I switched to Compute Shaders—super-fast tools that let me see terrain changes instantly. It has completely transformed the workflow.
changedAnyway, enough talk. Here’s an image that gives you an idea of what the terrain will look like up-close:
A few weeks ago, I shared an image of the “low-res terrain,” showing what the distant scenery will look like—here it is again:
Since then, I’ve been working on the “high res terrain” — the ground you’ll actually be flying over and seeing up-close. The game will include very large areas (San Francisco being the obvious one), so I needed to automate the process as much as possible.
I had done a lot of work on this some time ago, creating procedural tools to adjust terrain height and paint textures. I even made a video about it back in Dec 2022:
However, those tools were very slow, which made it hard to tweak things and immediately see the results. To fix that, I switched to Compute Shaders—super-fast tools that let me see terrain changes instantly. It has completely transformed the workflow.
Anyway, enough talk. Here’s an image that gives you an idea of what the terrain will look like up-close:
Let me know what you think! If you’d like more updates, hop into our Discord—and don’t forget to wishlist Supersonic Fight!