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@033max @neobscura Je me demande si le but caché derrière c'est pas juste mieux placer leur spot pubs de tout façon.

@033max @neobscura C'est un gros cercle vicieux dont ils sont responsable (YT).
Tu fes des vidéos trop courtes, pas de reco, du coup les gens produisent des fillers, du coup YT veut les skip... au lieu de fixer l'algo. 🙃

While googling about how to do lighting and shadows in a 2D game, I stumbled upon this great blog post from the devs of "Graveyard Keeper", I highly recommend the reading:

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/

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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. :)

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I wrote about optimizing the new C++ based Blender OBJ importer, and it accidentally ventured into calling conventions topic.

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

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@mulmbot I'm personally interested to drive inspiration on some personal projects, but more like a kick starter.
I would never share publicly the results. If I want clean art I prefer to pay someone for it.

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.

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My python toolset parse the Tiled json file, build the mesh in a lua file, which I simply load at startup. And voilà !
UVs are directly set properly and I can use vertex color to get additional data.

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Technically I ditched the idea of using a screenspace shader pass and went back to using dedicated polygons.
The nuance is that I precompute the mesh for each map, instead of using a generic mesh.

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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.

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I have completed the hex map of merveilles!

Or at least my corner of merveilles.

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