Tested on Windows (NVIDIA GPUs, Intel & AMD CPUs). Does not support Apple silicon. Headphones recommended. All feedback is welcome :)
Trailer
Credits: Aiden Kerr, Annabelle Wang, Colby Sparks, Herman Muller, Phillip Dumitru, Jiajun Zou
Procedurally generated caves and caves populated with game objects
Generated caves with 2 types of worlds
A* dead end detection and pathing, and asset placement
Particle system adaptable to many use cases
Fairy lights following A* path
Particle based enemies
Smoke particles refueling
Supports hundreds of thousands of particles
Screenspace collision detection with compute shader to efficiently detect player collisions against arbitrarily complex geometry
Pre-render collider draw pass
Collision detection - GPU
Regular render pass
Collision resolution - CPU after compute shader buffer has been mapped over
Comprehensive tutorial
Various enemies including bats, mud bubbles, spiders, and flying thumbtacks