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Posts by Hillsguy

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28-41 fps on Nokia N95! I love PowerVR MBX Lite

3 weeks ago 2 0 0 0
Post image Post image This is how scene looks like with scene lights enabled but without flashlight

This is how scene looks like with scene lights enabled but without flashlight

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Trying to approximate flashlight in M3G (~OpenGL ES 1.1)

1. Disable all scene lights, enable omni light at player position
2. Render the scene
3. Render flat 2D flashlight mask
4. Disable flashlight omni light, enable other scene lights
5. Render the scene again using additive blending
6. Voila?

3 weeks ago 2 1 1 0
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spring 2020

2 months ago 0 0 0 0
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GitHub - rmn20/MascotME: MascotCapsule v3 implementation in pure J2ME MascotCapsule v3 implementation in pure J2ME. Contribute to rmn20/MascotME development by creating an account on GitHub.

github.com/rmn20/MascotME

2 months ago 0 0 0 0
Don't look at Nokia N70 and Samsung Champ, they are too slow for this

Don't look at Nokia N70 and Samsung Champ, they are too slow for this

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Spent my whole January working on a new MascotCapsule v3 implementation in pure MIDP 2.0
Now you can run games previously exclusive to Sony Ericsson phones on any powerful enough J2ME cellphone or easily add MCv3 support to your J2ME emulator without worrying about OpenGL/ES support

2 months ago 5 1 1 0
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The same render, but with filter glossy 1 and cast/receive shadow caustics

3 months ago 4 0 0 0
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So, it turns out, to achieve good looking caustics in Blender with Cycles you need to disable "filter gloss" option and NOT use "cast/receive shadow caustics" options

3 months ago 5 0 1 0
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Pocket Acid released!
Pocket Acid released! YouTube video by storerestore

!!!
youtu.be/6xw3qoWYFCo

4 months ago 0 0 0 0
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#SunVox

5 months ago 1 0 0 0
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While I think that this effect looks great in open locations, sometimes I find it a bit weird looking in interiors.

5 months ago 3 0 0 0
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Also note the hexagonal grid structure.
My guess is that hexagonal grid aligns better with radial gradients, resulting in reduced amount of aliasing artifacts compared to regular polygonal grid.

5 months ago 3 0 1 0
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This is how individual passes look when applied:

5 months ago 2 0 1 0
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This effect is applied in two passes:
First pass uses regular alpha blending with constant alpha.
Second pass uses additive blending, light sources are also a bit smaller.

5 months ago 2 0 1 0
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Silent Hill 4 uses interesting volumetric light / light glare approximation.
Instead of drawing sprites at each light source, full-screen subdivided plane with procedural vertex colors is rendered and blended with game frame.
#gamedev

5 months ago 28 8 1 0
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Does anyone know how Climax Studios implemented shadow maps on PS2 and PSP in Silent Hill: Origins and Shattered Memories?

6 months ago 0 0 0 0
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Got bizarre dream bazaar to work with portmaster
Not quite butter smooth, but it works

7 months ago 1 0 0 0
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yeah

7 months ago 10 2 0 0

The Future Sound Of London - Room 208

8 months ago 0 0 0 0
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(Textures by Makkon)

8 months ago 2 0 1 0
Regular vertex lighting in sRGB

Regular vertex lighting in sRGB

Regular vertex lighting in linear RGB

Regular vertex lighting in linear RGB

Vertex lighting in linear RGB with sqrt(col) interpolation

Vertex lighting in linear RGB with sqrt(col) interpolation

Vertex lighting in linear RGB with sqrt(1/col) interpolation (I use invsqr distance attenuation)

Vertex lighting in linear RGB with sqrt(1/col) interpolation (I use invsqr distance attenuation)

Was wondering why vertex lighting looks ugly in linear RGB compared to sRGB
Turns out it's due to interpolation in linear color space. Interpolating sqrt(col) fixes the issue
I also tried sqrt(1/col) but it looks wrong on smooth normals
I wonder if this can be applied to lightmaps too

8 months ago 5 0 0 0
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8 months ago 3 2 0 0
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Car model is from Need for Speed: Undercover (J2ME)

8 months ago 1 0 0 0
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Experimenting with normals for spherical environment mapping
#gamedev #indiedev

8 months ago 8 1 1 0

This is a great thread @hillsguy.bsky.social, I'll add a bit more context here for anyone interested.

Yes there's no fancy sim - it just uses a water interaction buffer as a target for the particle system rendering, so we could use the power of particle system we already have.

10 months ago 238 53 4 0
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Wow, thanks for those insights and for your repost!
Effects like this deserve more attention, I was surprised that there's no related publications on Valve site

10 months ago 1 0 0 0

Not really. Gradient maps are similar to palettes, but they are not interchangeable, both have their own limitations. Maybe some modifications of this technique could be applied to gradient maps too.

10 months ago 0 0 0 0

Thanks!
I'm not familiar with WebGL, but considering that WebGL 2 is based on GLES 3, I think it should be mostly doable.

10 months ago 2 0 0 0
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I also wanted to check out that famous bottle shader, but I don't think that I can pinpoint anything useful without looking at shaders.
All I see is that bottle is fully opaque and doesn't use any colors from the framebuffer. Looks like only cubemaps and per-pixel lighting are used for refractions.

10 months ago 16 0 1 1
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The next one in the pipeline is water, but I've already covered it earlier.
Only after all of this the player viewmodel is rendered. CS2 has a separate pass for the viewmodel SSAO, which feels like overkill to me.

10 months ago 11 0 1 0
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Two sets of buffers with different resolutions are used for smokes at different distances. Close ones are rendered in ¼ buffers, and distant ones in ½ buffers.
Fire is also rendered separately and merged with OIT later, but only 4 ½ res buffers are used.

10 months ago 7 0 1 0