I am working on a video game where every single block is physically simulated and can be interacted with. Imagine if you could pick up a large body of water, and smash that into a building, which would then break apart and come tumbling down. That is just one of the many things the custom physics engine in this game will be able to do.

I still have a ways to go before going "early access", but you can follow my progress on this channel as I build out my game and physics engine. I love reading feedback and suggestions and try to incorporate those in my videos as much as possible. Many of the scenes that I simulate are based on actual material and structure requests that I read in the comments!

Some videos on this channel are really old (I've been making physics simulations for over 14 years), but I keep them around because it can be really fun to look back and see where I started.


Grant Kot

I've added the ships demo to my itchio (kotsoft.itch.io/liquid-crystal-demo-2024). Haven't had a chance to touch this demo much but in some ways the upcoming WebAssembly engine might be more optimized.

11 months ago | [YT] | 7

Grant Kot

Now we have both the lighting and mesh shaders! I need to add some more 3D models to take full advantage of the mesh shaders.

5 years ago | [YT] | 4

Grant Kot

Just one more month of crappy lighting. In August, I will be working on audio, adding more interaction modes including building, adding enemies and other entities (emitters, sinks, force fields). I plan to add back raytracing in September (needs to be ported to DX12). I just need to experiment with the other aspects of the game and get those in a good place too.

5 years ago | [YT] | 1

Grant Kot

What are everyone's thoughts on building out a dessert-themed game world? Like Sugar Rush in Wreck it Ralph? We will still have trees & forests, mountains, rivers. It might give the opportunity to use more colors (we'll take care not to go overboard), transparent materials, and allow for a wider range of physics materials as well.

5 years ago | [YT] | 5

Grant Kot

Hi everyone, sorry for the lack of new videos. This past month I’ve been doing a lot of learning, and haven’t made much new demo-able stuff. I've been familiarizing myself with DirectX 12 Ultimate as I prepare to port over my engine to take advantage of some of the new features like mesh shaders (non-cube blocks), view instancing (local co-op or using streaming), and ray-tracing (sharper reflections/refractions for characters and other mesh items). The game will still work for DX11 GPUs. I have also been looking in FMOD, Wwise and Elias for adaptive audio and music, and also different methods for simulating real-time acoustics since the world is fully dynamic and destructible. I am also working with an artist and an audio engineer/composer so you will see their work soon :).

5 years ago | [YT] | 5