Yeah, totally. I got really stuck with water simulation and got a full time job. I haven't abandoned it, but I currently have about 4-5 hours a week to work on it. Good news is that I think I have the water simulation figured out, so after I've integrated it into the game, I could to an upldate

thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: ProgramCreationError(CompilationError("0(59) : error C7616: global function texture3DLod is removed after version 140\n"))', src\libcore\result.rs:906:4 note: Run with `RUST_BACKTRACE=1` for a backtrace.

← Return to game

## Comments

Log in with itch.io to leave a comment.

How do the controls work here? Couldn't change the direction I was looking, only pan, and plants didn't really grow, they were just little

NEEDS UPDATE

Yeah, totally. I got really stuck with water simulation and got a full time job. I haven't abandoned it, but I currently have about 4-5 hours a week to work on it. Good news is that I think I have the water simulation figured out, so after I've integrated it into the game, I could to an upldate

I get the same issue.

color

SHADER:

#version 140

uniform mat4 u_model;

uniform mat4 u_inverse_model;

uniform mat4 u_view;

uniform mat4 u_projection;

uniform mat3 u_normal_matrix;

uniform mat4 u_shadow_matrix;

uniform mat4 u_mvp;

uniform vec4 u_color;

uniform float u_time;

uniform vec3 u_light_direction;

uniform vec3 u_camera;

uniform sampler2D u_shadow_map;

uniform sampler3D u_light_map;

uniform vec3 u_light_map_size;

uniform vec3 u_light_map_offset;

vec4 transform(vec3 position) {

return u_mvp*vec4(position, 1.0);

}

mat3 new_observer_frame(vec3 direction,vec3 up) {

vec3 zaxis=direction;

vec3 xaxis=normalize(cross(up,zaxis));

vec3 yaxis=normalize(cross(zaxis,xaxis));

return mat3(

zaxis,yaxis,xaxis

);

}

in vec3 center;

in vec3 direction;

in vec3 normal;

in float radius;

in vec3 local_point;

in vec4 color;

out vec2 v_uv;

out vec3 v_normal;

flat out vec4 v_color;

out vec3 v_position;

out vec3 v_shadow_coord;

out float v_light;

void vertex_shader() {

float scale=0.05;

mat3 rotation=new_observer_frame(direction,normal);

vec3 position=center+radius*(rotation*local_point.yzx);

v_color=color;

v_uv=vec2(0.0,0.0);

v_normal=normalize((vec4(1.0,0.0,0.0,0.0)*u_inverse_model).xyz);

v_position=(u_model*vec4(position,1.0)).xyz;

vec3 light_offset=u_light_map_offset*scale;

vec3 light_coords=((v_position-light_offset)/u_light_map_size.zyx)/scale;

v_light = texture3DLod(u_light_map,light_coords.zyx, 0.0).x;

gl_Position=transform(position);

v_shadow_coord = vec3(u_shadow_matrix * vec4(position,1.0));

}

void main() {

vertex_shader();

}

SHADER:

#version 140

flat in vec4 v_color;

out vec4 color;

void main() {

color = v_color;

}

thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: ProgramCreationError(CompilationError("0(59) : error C7616: global function texture3DLod is removed after version 140\n"))', src\libcore\result.rs:906:4

note: Run with `RUST_BACKTRACE=1` for a backtrace.

Thanks, it helped me to finally catch this issue. I'll upload the fixed version with the next update.

Thanks!

Exactly the same issue with the precompiled version downloaded from this page (linux version).

Looks interesting, but doesn't work at all. Won't even open.

That's interesting. Can you run it from the command line and copy me the output? Can you tell me your system specs?