Happy little moths.
All motion driven by the shader and particle system. The geo is just two faces.
Distance field used as a mask for procedural grunge.
Iridescent shader with mask support.
Using virtual textures to displace player paths.
Fun with physics nesting
Core movement system and combat modes
Hey!
Here's a dump of some fun experiments I've been doing in my spare time. The main level is looking a bit like a fever dream at this point, but that's how I get my thrills.