Just released a playtest version of my first published DND oneshot! Check it out here: https://t.co/S7NngCG5Rj
If you're looking for a mystery set in a fantastical imagining of a Lousianna bayou, complete with beignets and gumbo, you found it!
#dnd#oneshot
Everything far away in a game engine can feel small, flat, and washed out. That is correct perspective, but it can make for some poor scenery sometimes.
Two features I've added to my engine try to fight against that:
Spatial Recession magnifies the distance. After a vertex is projected I push its screen position outward from center. Near geometry is untouched. It only moves x and y, never depth, so nothing sorts differently and nothing z-fights. The result is a long lens bolted onto the far half of a wide one: the tower and the ridgeline loom instead of receding, while I keep the wide field of view I actually play in (FOV is identical in both of these examples).
Dimensional Falloff is four distance ramps on the surface itself. Lighting contrast flattens so distant hills stop having a hard lit side and a hard dark side, which is what haze does in real life. Color then desaturates toward its own brightness to fake more distance. Then that desaturated color is pushed, and that is the one doing most of the visible work here. Last is texture detail, with a custom MIP value based on distances.
All of it keys off real radial distance from the camera rather than depth This is so it stays put when you turn your head.
Performance cost is next to nothing. The recession is two lines in the vertex shader. The falloff is a few lerps at the end of the pixel shader, which was already computing that distance for the mip bias anyway.
Quite happy with the results, what do you think?
#gamedev
you've joked about a spherical cow, but have you thought about higher multipoles of a cow, thus the tetrahexacontapole cow, and the octacosahectapole cow?
(figure showing 1, 2, 4, 8, 16, 32, 64 and 128-pole cow, and the full cow)
sharing a cool game every day until I can talk about mine:
fly around as a divine warrior in Valkyrie Saga, a retro indie platformer with big PSX aesthetics
Heya, took a small break. Here's a quick vid of first iteration of some new anims I'm working on, still some JANK to iron out but they're feelin pretty good!
Spot the Tomb Raider reference...
Btw, in case you are wondering, the graphics were actually mostly vector graphics which were then directly digital laser printed on the 35mm film, which is why we don't have surviving animation cells of those interfaces.
The warm glow you see in all the old interfaces comes from the exposure on the 35mm film.
@bryan_johnson https://t.co/A1tbYNek6m
We may have different world views, Mr. Immortal Man, but I appreciate the open mind with which you’re approaching this.
they invented a new genre called "Slurmcore" where they take music, pitch it down, and speed it up, not by compressing the sound, but truncating each beat.
its... something.
(vid by Dopektra on YT)