
Lady of the Mine
Pussel Horror
”As a lost miner in the twisting, dark tunnels you recieve help from the Lady of the mine and must find your way out before you lose your sanity.”
Created in custom engine, Arinn engine.
Screenshots




Introduction
In this school project we needed to implement a physics library and I got the task to implement Jolt Physics to the engine. After half a year of lacking VFX I also added a goal to add some kind of VFX for our procedural artists.

First implementation of Physics objects
Work & Focus
I started with implementing Jolt, this being a requirement and a lot of our game play needing it. My first goal was to get a scene with boxes that had gravity and quickly realise that the pivot of the Jolt body and our model didn't have the same pivot nor rotating correctly. To solve this I needed to be able to offset the Jolt body to match the object and convert Jolt's right handed system to our left handed. Having the physics act like we wanted to, I created a physics component to be able to visualise and scale the physics body in our editor. After completing the core parts I slowly iterated on the physics component revealing more values to play with and add as well as more body types like, sphere and capsule.
After Implemented Jolt, I started looking at VFX to implement. We wanted moving textures, transparent objects, custom shaders and particle systems. Me and Emil Lehtola did this together, implementing moving textures and a forward rendering pass to handle transparent objects, he then took focus on custom shaders and I implemented particles. I started with particles in 3d space that then rotate towards the camera, and supporting flipbooks. Having implemented the basics I gave our procedural artists the functionality they wished for. We had a problem that particles were rendered in the wrong order, meaning transparent objects could block particles behind it. To solve this we sort the particle vector by distance from the camera to make it look correct.