Pas by Lukuluk
Pas

Goal
Keep the fire alive by throwing items in it.
Controls
• WASD •••••••• Move
• Mouse ••••••••••••••••• Look at
• Left click •••••••••••••••••••••••• Interact
Credits
• @leorototo •••••••••••••••••••••• Map building & Level design
• @badpaul34 (KKparterre) •••••••••• Shaders implementation & Materials
• @lukuluk •••••••••••••••••••••••• Terrain mesh generation & Player interactions
• skanouuu •••••••••••••••••••••••* Shaders & Music
| Youtube | https://lazy-frogs-collective.itch.io/pas |
| Original URL | https://ldjam.com/events/ludum-dare/46/pas |
Ratings
| Overall | 1304th | 3.472⭐ | 20🧑⚖️ |
| Fun | 2141th | 2.806⭐ | 20🧑⚖️ |
| Innovation | 1122th | 3.333⭐ | 20🧑⚖️ |
| Theme | 1387th | 3.583⭐ | 20🧑⚖️ |
| Graphics | 335th | 4.25⭐ | 20🧑⚖️ |
| Audio | 493th | 3.667⭐ | 20🧑⚖️ |
| Mood | 774th | 3.639⭐ | 20🧑⚖️ |
| Given | 20🗳️ | 3🗨️ |
No we don't replace mesh faces we use a point cache generated by Unity (maybe only HDRP) and then use it inside a VFX graph (new HDRP particles). You can have as much points as you want: it's not related to the vertex count (but be carefull the points coordinates are stored in a txt-ish file so a lot of point = a lof of RAM needed to play).
Actually, we had to reduce the amount of points during the jam to make it playable. But still, you couldn't play it :(