Happy with my quake palette LUT experiment:
https://t.co/rEm3HwcaAI
Mostly smooth color transitions yet still close to the candy-free quake 1 palette ...
@SebAaltonen So true. Some years ago I made the .net implementation of protobuf allocation free - the Open Simulation Interface for Unity3D I created for BMW was not allowed to be a a performace hog :)
Right now Nanotech by Render Dreams (Nanitefor Unity3D) is getting a similar treatment.
Developer Ivan Suvarov showcased the creature design that defined the style of Iron Meat, an upcoming Contra-style 2D side-scrolling shooter.
Learn more and wishlist the game: https://t.co/beaBskvmpS
#gamedev#indiedev#gamedevelopment#indiegamedev@IvanMeat
@runevision@ben_throop I tend to apply that curve L in a HSL-like colorspace, but that just defers the question to "how is L calculated". I personally like the OKLAB derived HSL.
Nice, just found W3 CSS adapted OKCHL - seems there are more fans ;)
@runevision@ben_throop Sorry for misleading, did not mean the simple SDR gamma, but the gamma/log hybrid compression for HDR data where the lower part is a gamma curve and the upper a log curve. E.g. HLG or PQ curve.
But some good old paintings have a look that is better matched by local operators.
@runevision@ben_throop neutral = no color correction, range compressed = take the ~99% darkest and ~99% brightest color and map them to 0 and 1. Simple gamma compression in between.
Beware: The exact definition of luminance in the used colorspace can still introduce perceived color shifts.
@runevision@ben_throop All photos are tonemapped and color"corrected" - we are just conditioned to consider filmic/photographic as "real". Imho old landscape paintings and neutral range compressed HDR often captures the impression of looking at something with your own eyes better :)
@runevision@ben_throop I guess this is the reason why your poll returned a cyan preference: the result somehow matched the expected atmospheric scattering better ;)
I still think your tonemapping is better and more controllable, you jsut need to tweak the fog a bit :)
@runevision@Nothke What defintion of hue do you use? I have toyed around in the quest for generating smooth colorspaces from retro indexed palettes (https://t.co/rEm3HwbCLa) and found the oklab colorspace really nice to work with: https://t.co/NiQu1ApEDl
I used okhsl to determine hue.
@SebAaltonen simple but often overlooked:
jittering on insertion and jittering on lookup can be seen as stochastic filtering to smooth out and hide artifacts in noise - cheap, if you already have some noise already available
there's something about this C type declaration layout that I really like; being able to access the same data in different ways:
it allows for typical individual `vec.x/.y/.z`,
`vec.xy` for vec2 access,
and `vec.array[ n ]` for accessing via an id.
unions are neat.
@stonelabstudio Did you think about a curved perspective like in Wicked to combine an more eye-level camera with nice distance view ?
The game looks really nice close up, it would be a waste to stay so far away most of the time :)
@stonelabstudio Different attack directions will add much visual variety. If you want, you can also use it for balancing variance - a backhand or upward strike usually are less powerful than a forhand or downward strike.
Slash and stab are also quite different attacks visually and in effect.
@stonelabstudio Next step toward really distinctive melee fights: stop the weapon movement on impact (except on dismembering, impaling or glancing strikes) ;)
Keep track of the current weapon placement (left right bottom top ) to choose the attack variant (backhand forehand descending upward)
@stonelabstudio Oh, I like this - this already looks a lot like real swordplay - most of the time you are circling and evading looking for an opening :)
@stonelabstudio Repeated forward tapping could work really well for pressing an enemy (but bad for defense). I think some simple fighting game like combos could work well, too. The game should be playable without, but this could add an layer of easy to play - hard to master to the combat.
@stonelabstudio I'm a big fan of double-tap control for things like evasive sidestep and backward/forward quickstep - it feels natural, is easily discoverable by the player, quickly and deliberately triggerable, ...
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In our latest @I3DCONF paper, we transform any rasterizer into a differentiable one with minimal engineering and zero external dependencies.
Optimize game assets and volumes, train 3D Gaussian Splats, etc. directly within your existing engine. Compute shaders is all you need!