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🌙 COLDPLAY ANNOUNCE MOON MUSIC OUT OCTOBER 4TH 🎵

Siberianmousehd154msh2003 New ✔

| Model | How It Works | |-------|--------------| | Freemium SDK | Base engine free; premium “Aurora Pro Pack” (extra color palettes, advanced physics) sold as a one‑time license. | | Revenue Share | If a game ships with Glacial‑Canvas as a built‑in feature, a small % of net sales goes back to the engine team. | | Custom Branding | Offer “SiberianMouseHD‑154 MSH‑2003” branded splash screens or logo‑frost overlays for corporate clients. | | Marketplace Assets | Sell pre‑made frost textures, aurora presets, and snow‑drift sound packs on the Unity/Unreal asset stores. |


| Component | What It Does | Technical Highlights | |-----------|--------------|----------------------| | Frost‑Shader Layer | Applies a thin “ice‑film” effect on surfaces, refracting light like real frost. | • Uses a single compute pass (≈0.8 ms @ 1080p).
• Supports custom frost intensity per material. | | Dynamic Snow‑Drift System | Real‑time particle simulation that reacts to wind, object movement, and user interaction. | • GPU‑based SPH (Smoothed Particle Hydrodynamics) for fluid‑like snow.
• LOD scaling: high‑detail within 15 m, simple billboard beyond. | | Aurora Overlay | A low‑poly, animated aurora borealis that can be toggled on/off or synced to music. | • Procedural noise + chromatic aberration.
• Audio‑reactive FFT input for “beat‑driven” color shifts. | | Cold‑Light Global Illumination | Adds a subtle blue‑white bounce that mimics the scattering of light in cold air. | • Single‑bounce screen‑space GI with blue‑tint bias.
• Adjustable “air clarity” knob. | | API Wrapper | Simple C++/C#/Python bindings that let developers drop the engine into existing pipelines with a single call. | • InitializeGlacialCanvas(settings);
ApplyFrost(objectID, intensity);
ToggleAurora(true/false); | | Cross‑Platform Runtime | Runs on DirectX 12, Vulkan, Metal, and WebGPU. | • Auto‑detects GPU features, falls back to a CPU path on ultra‑low‑end devices. | siberianmousehd154msh2003 new


#include <GlacialCanvas.h>
int main() 
    // 1️⃣ Initialise the engine with default settings
    GCanvasSettings cfg;
    cfg.resolution = 1920, 1080;
    cfg.enableAurora = true;          // Turn on the aurora overlay
    cfg.frostIntensity = 0.3f;        // Light frost by default
    InitializeGlacialCanvas(cfg);
// 2️⃣ Load a model (or any renderable object)
    auto scene = LoadScene("winter_forest.gltf");
// 3️⃣ Apply frost to specific surfaces
    ApplyFrost(scene.GetMaterial("TreeBark"), 0.6f);   // heavy frost on trunks
    ApplyFrost(scene.GetMaterial("Ground"), 0.2f);    // subtle frost on ground
// 4️⃣ Start the render loop
    while (RenderFrame()) 
        // Snow drift automatically follows wind vectors from the engine
        UpdateWind(0.0f, 0.0f, -1.2f); // gentle north‑west breeze
// 5️⃣ Clean‑up
    ShutdownGlacialCanvas();
    return 0;

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