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.

  • View media
  • View media
  • View media
  • View media
  • View media
Media RSS Feed Report media GPU-based Cape Simulation
Post comment Comments
JibbSmart
JibbSmart Feb 19 2012, 9:06pm says:

Great stuff, Superku. It's looking really good.

+2 votes     reply to comment
Germanunkol
Germanunkol Feb 20 2012, 11:32am says:

Awesome love for detail here... well done.

+2 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Description

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).

Video Details
Type
Demonstration
Date
Feb 18th, 2012
Length
01:07
Filename
2012-02-17.wmv
Options
URL
Embed
Share
Report Abuse
Report media
Add Media
Members only