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
=> More informations about this toot | More toots from runevision@mastodon.gamedev.place
@runevision It's so straightforward, I don't know how the Obra Dinn devs didn't think of it. ๐
=> More informations about this toot | More toots from Craigp@mastodon.social
@Craigp @runevision
Well question would go to: Lucas Pope @dukope
=> More informations about this toot | More toots from scyzoryk@mastodon.online
@scyzoryk @Craigp @dukope Well to get serious, like I say in the video, I donโt actually think my dithering would have been better to use in Obra Dinn. But anyway, hi Lucas! Thanks for inspiring me and hope you like the video and how it covers Obra Dinn dithering.
=> More informations about this toot | More toots from runevision@mastodon.gamedev.place
@runevision @scyzoryk @Craigp @dukope I haven't watched your video yet, but my guess is this is object space/texture space versus screen space for Obra Dinn. I like the way Obra Dinn looks because it is a proper screen space dithering where every dither point has the same size. Looks really like an old Mac or Hercules graphics game.
=> More informations about this toot | More toots from root42@chaos.social
@root42 Yep, all that is covered in the video :)
=> More informations about this toot | More toots from runevision@mastodon.gamedev.place
@runevision good to know! Will put it on my watch later list...
=> More informations about this toot | More toots from root42@chaos.social
text/gemini
This content has been proxied by September (ba2dc).