Mega Man 2 has underwater parts that reduce gravity and increase jumping impulse as expected. The secret third part of the effect is that the whole game engine goes idle 1 out of every 5 frames. This slows everything down, even background animations and stuff outside the water!
Programmer: We can do anything with code these days! Fully destructible environments. Impossible spaces that fold in on themselves. Entire solar systems!
Artist: Cool! How do I make this slightly transparent object appear behind another transparent object?
Programmer: *sobbing*
This is a great set of tips (by @jmechner ) and a process I’ve also followed naturally over the years. If you’re in game dev you need to embrace these. Ironically the only time I break these rules is when dealing with publishers 🤣 Let’s go through them one by one! (LONG POST)
Have you ever felt confused by all the Anti-Aliasing acronyms out there? What are they actually doing to reduce those jaggies on your screen? Here we look at some selected features of FXAA, SSAA, MSAA, and TXAA.
🤯Regular reminder—REALITY is not what our brains actually reproduce.
Infuriatingly TRUE—nothing is actually. moving. Put a pen tip or paperclip at any point to measure.
New blog post! https://t.co/7MoH8ncKJ9
"Why are video games graphics a challenge? Productionizing rendering algorithms" in which I aim to answer what could be the reasons why some brilliant technique doesn't get adopted, and difficulties when shipping new graphics research.
We're excited to share that Oculus now maintains its own fork of RenderDoc! This provides access to low-level GPU profiling data, opening up new possibilities for getting actionable profiling information from your #OculusQuest. Learn how to get started: https://t.co/ctJcLC9v4j
The important thing most people don’t realize is that the amount of dough in a donut scales with the cube of the donut’s length, but the amount of glaze scales with the square. So one big donut is less tasty than many smaller donuts of equivalent mass.
Slides from my talks at #IGDC2018 - “Understanding light and color from a digital artist's perspective” and #UniteIndia2018 - “Understanding the human perception system: lessons learnt from prototyping and research for VR and AR” are available here: https://t.co/JekMLgmjob
It still feels slightly magical to me that I can stop a Kindle book or Netflix show, then seamlessly pick it back up on a completely different device. Not technically hard, but decades of tech experience tend to condition you to not expect things to actually work that well.
Real-time graphics programmers: “We built a custom gonioreflectometer rig to capture physically-accurate micrometer-scale material parameters”
Also real-time graphics programmers: “If something looks too harsh, just square it”
For a few centuries man has tried to make himself like a machine.
He's learned to arrive on time.
He's learned to repeat after teacher.
He's learned to do repetitious tasks reliably.
Machines are now better at being machines than man is.
Man must now relearn how to be man.
Storytelling folks who are annoyed by VR because they 'can't control the camera' are in for a wild ride when they move to AR and realize they can't control the set either
You can create a seamlessly tiling flow map by rendering the normals of an unwrapped torus and other objects. I use this all time, great for UV distortion. #UE4#gamedev#indiedev