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I bit the bullet and did a two-camera setup, after which things went more smoothly. I have nice low-res to screen-res upscaling working now.
Oh right, and I'm working on color dithering. Various modes available; this one is actually printer-style half-tone CMYK.
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I've spent way too much time today trying and failing to figure out how to render at low resolution in Unity and upscale to large resolution with chunky but antialiased pixels. The upscaling shader code is not the problem; there are various shader like this one (https://github.com/9D-Tony/UnitySmoothPixelFiltering). The problem is figuring out how to have a camera render at low res, yet get the upscaled image shown on the full screen without hacks involving multiple cameras or similar. I give up. (builtin pipeline)
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I wrote an FAQ here. Mostly to handle the barrage of questions and suggestions in YouTube comments, but others might find it interesting too.
https://github.com/runevision/Dither3D/discussions/12
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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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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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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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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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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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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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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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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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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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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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