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# Implementing Watering in my Farming Game!

**[ThinMatrix](https://daily.dev/sources/thinmatrix)** · 12 min read · 0 upvotes · 0 comments

## Summary

A devlog covering the implementation of a watering mechanic in a custom-engine farming game called Homegrown. Key technical topics include: color-based entity picking (rendering entities with unique colors to an offscreen buffer to detect mouse-over), a watering can item with a water meter UI, a well entity for refilling, and terrain tile wetness rendering. The developer switched soil tiles from a single mesh to instanced rendering to allow per-tile color changes, added a wetness value (0–1) per tile that blends between dry and wet colors, implemented gradual drying over time, and used a shader-based weighted average of neighboring tile wetness values to smooth color transitions between tiles.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=-4_ucqmAbNk>

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