Superku is a fresh take on the classic side-scrolling platformer genre. It features an easy to learn, yet very difficult to master jump'n'run gameplay. Control Superku and climb a sheer endless tower full of danger and adventure as you jump, swim, roll, (wall)run and blast through over 40 varied stages.
Video of new player model and new cape physics. The simulation is pretty basic, but it takes wind, horizontal and vertical speed as well as player rotations into account. Almost all calculations happen on the GPU resp. inside the vertex shader (2.0). I only use CPU based animation to bring the cape into a basic starting situation, you can see the mesh before the shader-based vertex deformation as a wireframe mesh in the video. The most difficult part was to implement a smooth transition between a cape that simply hangs down, e.g. when Superku holds on to a ledge, and a cape that touches the ground (see the end of the video).