My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
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Here's some cute bounding box functions for 2D shapes. A longer list here: iquilezles.org/articles/bbo...
y'ever see my blog post about Max Payne 2's character shadows? got some good Remedy dev scoops in there
www.joewintergreen.com/dev-scoops-m...
Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...
Following the same logic, it would be better to remove all but one camera to avoid contention/ambiguity
Decided to check out how water is rendered in Counter-Strike 2.
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
That’s wild - over 5 years ago I was just toying with the idea for arcade car physics to capture that arcade feel… and today a game on Steam is about to release using that code 😊
Here's my racer code
github.com/SergeyMakeev...
The game that using it
www.ulule.com/highwaytoheal/
🚑 Highway to Heal's crowdfunding campaign is live!
👉 ulule.com/highwaytoheal
💌 Sharing is caring!
#crowdfunding #highwaytoheal #indiegame #gaming
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.