Toots for runevision@mastodon.gamedev.place account

Written by Rune Skovbo Johansen on 2025-01-24 at 17:16

Several people have suggested I write a paper / white paper / Siggraph submission about Surface-Stable Fractal Dithering. But I haven't written in academic style since my Master's thesis 15 years ago, and don't really want to either.

In case anyone with experience writing such papers might be interested in writing a paper about Surface-Stable Fractal Dithering with me as consultant and co-author (if such an arrangement is a thing), I'd be up for discussing that.

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Written by Rune Skovbo Johansen on 2025-01-23 at 15:30

New dithering method dropped

I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.

Explainer video:

https://www.youtube.com/watch?v=HPqGaIMVuLs

Source repository:

https://github.com/runevision/Dither3D

[#]gamedev #vfx

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Written by Rune Skovbo Johansen on 2025-01-19 at 16:48

Played Prince of Persia - The Lost Crown. Good game. Excellent Metroidvania until the point of getting double jump. World feels integrated with crossways, passages and challenges blending nicely together. After getting double jump though, the game becomes dominated by linear challenge passages connecting other rooms, those passages being full of spikes and moving spiky contractions, feeling gamey in a forced way and not integrated into the rest of the environments at all.

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Written by Rune Skovbo Johansen on 2025-01-11 at 13:22

For my game The Big Forest I want to have creatures that are both procedurally generated and animated. And not just crawly critters or aliens, but specifically mammals. This is quite a research challenge.

Here's a write-up on my progress over the past few years:

https://blog.runevision.com/2025/01/procedural-creature-progress-2021-2024.html

[#]ProcGen #SoloDev #IndieDev #GameDev

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Written by Rune Skovbo Johansen on 2025-01-07 at 10:26

There's a snatch. It's two seasons (season two ends it properly) but while the first season is available on Netflix and Amazon Prime, the second season isn't available anywhere but on the Seven Seas, except if you live in Australia or New Zealand where it's available on Amazon Prime. You see, AMC+ canceled the fully complete second season for a tax write-off. There is also a version of the second season floating on YouTube, but stay clear of it as it has important scenes deleted.

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Written by Rune Skovbo Johansen on 2025-01-07 at 10:20

We watched the animated show PANTHEON and it's among the best hard sci-fi shows I've seen. It's about uploaded minds and treats the subject with a lot of thoughtfulness, attention to detail, and craftsmanship in the production. You can tell it's based on books as the plot moves briskly (but well-paced), not wasting your time. The scope expands gradually (eventually rapidly) covering various emotional, cultural, geopolitical and philosophical angles.

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Written by Rune Skovbo Johansen on 2025-01-05 at 16:20

Another year went by as an indie game developer and what do I have to show for it? A bit of a mixed bag of things, it turns out.

I've written my 2024 retrospective here (lots of pics and videos in this one):

https://blog.runevision.com/2025/01/2024-retrospective.html

[#]gamedev #indiedev #solodev

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Written by Rune Skovbo Johansen on 2024-12-19 at 14:00

Some progress with the procedural animation (bottom), although it's still pretty rough. And I'm cheating a bit here, copying the "footplate" positions directly from the reference animations while I'm focusing on other things like inverse kinematics.

[#]ProcGen

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Written by Rune Skovbo Johansen on 2024-12-13 at 16:04

I'm working on revamping the inverse kinematics algorithm for my procedural animation with focus on handling a variety of foot roll scenarios better. Results so far are promising, though far from done yet.

Only, I'm having an issue with snapping when the heel was the best target but can't reach anymore, so it tries to reach with the toe instead. It's not just a technical issue; I'm unsure how I even want it to work.

[#]ProcGen #GameDev

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Written by Rune Skovbo Johansen on 2024-12-05 at 12:04

Man I hate how misleading all the instructions are for filling out US tax withholding forms (for a non-US single owner LLC).

As far as I can tell, the IRS itself says (when you dig into the rules) that I should use the W-8BEN form for individuals, but most other sources says I should use the W-8BEN-E form for entities.

I've been using W-8BEN without issue previous times but at every renewal I get in doubt again if it's actually correct.

My notes:

https://docs.google.com/document/d/1ZeT6EHaUE2AJydyKg6UufOZjcsWIs-_kN1x_O5lXX4w/edit?usp=sharing

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Written by Rune Skovbo Johansen on 2024-12-02 at 16:25

You can now see all 15 pages of the first playable paper game I made as a kid "The Hedgehog - The Original Sonic III Game", complete with annotations:

https://srv2.zoomable.ca/viewer.php?i=img68375edd8b9f287e_SonicIII_Overview&embed=0#zoom=0.71773&x=0.49065&y=0.55222

Let me know if you beat it! (Apart from the inscrutable level 7)

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Written by Rune Skovbo Johansen on 2024-12-02 at 11:29

Change of plans, I'll just make a high-res image that includes all layout and annotations. Then I can use any tiled high-res image solution, and if it goes down one day I can easily replace it with another. Still interested in easy self-hosted solutions, but it's less critical. (I already found non-self-hosted, don't need recs for that.)

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Written by Rune Skovbo Johansen on 2024-12-02 at 07:51

Is there any free tool that will let me make a zoomable canvas where I can lay out many images and annotations such as text, curved arrow, and circles?

AND let me publish as a self-hosted web page without external dependencies?

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Written by Rune Skovbo Johansen on 2024-12-01 at 18:31

When I was around 11 I would draw "video games" on paper during breaks at school. Not sketches or design docs, but games that were fully playable using your finger to indicate where your avatar is, and following simple rules.

I just had 42 pages scanned. Now trying to remember all the rules...

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Written by Rune Skovbo Johansen on 2024-11-27 at 10:25

I haven't followed Unity closely, but I understood many employees were excited to show the new direction of Unity 7 at Unite 2024 and it was generally well received?

But this has since been jeopardized because the new CEO doesn't want breaking changes?

AMA thread on Twitter with Thomas Petersen who worked at Unity until recently:

https://x.com/QAThomasNoUnity/status/1861321957502767282

Obviously people still working there might have more info, but can't necessarily say much.

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Written by Rune Skovbo Johansen on 2024-11-22 at 12:15

It's cold and gray outside but I can always take a stroll in the summer mountain forest of my game

[#]ProcGen

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Written by Rune Skovbo Johansen on 2024-11-21 at 09:39

For all the example animations I also plotted the foot lift height (relative to leg length) as a function of the horizontal distance between the foot step position on the ground and the hip (also relative to leg length).

The interesting thing is that different gaits with different step lengths take up different amount of that horizontal space. Some reach much further forward/backward than others because the strides are longer. But the parts they have in common overlap nicely.

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Written by Rune Skovbo Johansen on 2024-11-21 at 09:37

For all the example animations I plotted the foot flight duration as a % of stride duration compared to the stride length relative to leg length. Those are the colored dots.

The white dots is the function I made to approximate this.

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Written by Rune Skovbo Johansen on 2024-11-21 at 09:37

Further incremental progress. The change here is how I determine the proportion of time the feet are lifted versus standing, plus how I determine how high to lift the feet. More details in replies. This makes the torso altitude much more stable than before.

Next I want to focus on how joint angles.

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Written by Rune Skovbo Johansen on 2024-11-18 at 10:58

This split means that I can switch out the footstep planner with another one. And this is why I could make a script that just copies footstep positions from a hand-authored animation and tests my body pose algorithm against that.

(I have another script which analyses footstep positions for animation clips.)

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