Finally got it working ! I have color grading now, and it editable directly in-game. :)

I had to learn quite a bit of stuff about HDR rendering for it, so I think my next blog article will be about my render pipeline.

Show thread

So the "background" stuff I'm working on is LUT based color grading. I made good progress yesterday, but I'm still struggling with the handling of HDR colors... as you can see here.

Show thread

It has been a while since I posted an update.

While still working on background stuff, I continued iterating on content. I needed a snowy version of the environment, so I adjusted the tile style and added falling snowflakes. 😊

Show thread

Progress of the last few days:
- I finished the cliff textures, pretty happy about those ! :)
- I did a pass to adjust the contrast of the textures, things pop out a little better now
- I did a quick hack to implement my layering system, so now the player can pass behind elements, like the cliff edges.
- I improved the clouds shadows pattern and it looks much more natural now.

Show thread

I have been struggling these past few weeks on building a new set of tiles: cliffs !
Not easy to get something that works via Substance Designer at first, but I'm getting the hang of it. :D

Show thread

Got the base collisions in.
I ended-up building them in Tiled too by hand.
I suppose this could become be tedious in the long run, but I like the idea of freedom from the tileset itself that it gives.
Plus is as easy to parse as the tilesets themselves when exporting to the game.

Show thread

Took a few tries, but I got the Jump Flood working an now have a Distance Field texture working ! :D
Just need to cleanup the pipeline now and integrate it in-game ! \0/

Show thread

Before moving on to collisions (which I have prepped the data for it already, now I need to translate it into the game) I want to play a bit with water surfaces.

Right now I built a new set of tiles with transparency. The goal is to render the map as a black and white mask and then generated a distance field from the hole.
From there I should be able to generated dynamic shorelines. :)

Show thread

The advantage of using Substance Designer for building textures: using the height-map as a blending mask to make terrain/tiles transition for free.

Each time I want to build a new transition I just need to plug two materials together in a filter. :D

Show thread

For example I store in Red and Green the center of each tile so that I can scale it up/down to hide the tiles seam because of the texture sampling.
Texture are simple enough that I don't need padding in them at all.

Show thread

Finally made it work !
I'm walking on my map, yeay !

I made only the base layer work for now, next are the other layers. Then it will be collisions.

Show thread

[French]
Je ne peux m'empêcher de partager la traduction Française (aux fraises) de l'application Xbox PC. Un petit bijoux :

Alright, I always struggle with math but I'm finally making progress here. I'm finally able to draw my tiles index image in a single screenspace pass now, at the right size ! :)

Show thread
Show older
Gamedev Mastodon

Mastodon server focused on game development and related topics.