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.
I should start to cleanup the graph now... 🤪
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.
(1/x) My GDC talk "How (not) to create Textures for VFX" is online and available for FREE!
You can get Slides, Project Files (UE4 & 5.0) & more: https://gdc2022.simonschreibt.de
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.
A nice and quick overview of how Quaternions work: https://telegra.ph/Quaternion-deltaorientation-abstraction-05-18
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: https://www.gamedeveloper.com/programming/graveyard-keeper-how-the-graphics-effects-are-made
Okay, added some noise and little waves, I'm really liking that result !
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/
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. :)
I wrote about optimizing the new C++ based Blender OBJ importer, and it accidentally ventured into calling conventions topic. https://aras-p.info/blog/2022/05/12/speeding-up-blender-obj-import/
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