I just released a tech blog on z-tilting - the solution to depth sorting used in my game. Give it a read! Would love to hear your feedback!
https://t.co/0NbXAzRsjJ
Shader experiments!
Roughly 3000 points or 4.5 million possible connections.
Got a bit limited by the gif size but my trusty old gtx770 happily does 7000 points (24.5M connections) at 1080p @ 60fps.
Visualizing beats? Menu background? ๐ค
#screenshotsaturday#gamemaker@YoYoGames
@antonkudin@YoYoGames You can scale the time infinitely - it will loop at some point, since the positions are wrapped. The direction is fixed.
I just made the range between the points dynamic, following a sin wave, so I can make a proper looping gif.
To the same extent you can ofc change the color.
@antonkudin@YoYoGames Frozen line-list vertexbuffer. Every vertex has information about the origin position and angle of travel of itself and its partner, which enables calculating the distances in the vertex shader.
Today was shader day! After a tilt-shift and vignette effect I also finally got around to doing the single pass multi-shockwave shader!
#gamedev#indiedev#GameMakerStudio2#GameMaker
I've just launched my upcoming game on @kickstarter I think everyone will really enjoy it so I would really appreciate everybody sharing it around! https://t.co/TUjUGyN1Ny #gamedev#gamemaker
@ludaosmo I draw all transparent effects like lights and particles in a second pass, after all the terrain+opaque objects. Some effecs like dust left by character movement can be objects that use ztilt, others just draw flat. Make sure zwriting is off to avoid effects occluding each other.
@Graydeeus Set up is a tad more tricky as you'd have to adjust for sprite stretching, but its totally possible. Also turtle slow... youd have to set a new matrix for every object/sprite to rotate relative to sprite origin (bottom).
I want to thank you all for the kinds words regarding my techblog. I can certainly tell you that a lot of time and effort went into creating it. If you found my post helpful and would like to support me please consider donating to my paypal: https://t.co/L6xsK0di0Y
@shatteredbrawl The demo.yyz has a "tilt_layer_sprites" script which loops all layers and parses for layer sprites, setting their initial alpha values. For demo purposes it also adjusts the players alpha (toggle tilt). For objects image_alpha=sprite_height/255 will do the trick.
@XorDev This is my result running windows YYC. Grabs the time, runs a lot of loops, saves the time it took, and averages that over a large amount of frames. T3+4 are identical to T1+2 as I've had quirks in the past where the very first loop was consistently slower to execute by a bit.