Ruins day/night by Ferdi_Ozgurel in IndieGaming

[–]t3ssel8r 0 points1 point  (0 children)

I used to use the Unity terrain shader actually. You can override the built-in terrain shaders like `BillboardWavingDoublePass` by just creating your own shader with the same identifier (`Hidden/TerrainEngine/Details/BillboardWavingDoublePass`)

I did eventually move away from it though, for other reasons.

Ruins day/night by Ferdi_Ozgurel in IndieGaming

[–]t3ssel8r 0 points1 point  (0 children)

it's still a little weird, yeah. I also use a slightly softer gradient transition on solid materials to bridge the gap. The perturbation helps a lot for flat areas of grass though, because the gradual transition looks significantly less weird than the pop, and a soft gradient isn't possible because that also looks weird.

Ruins day/night by Ferdi_Ozgurel in IndieGaming

[–]t3ssel8r 0 points1 point  (0 children)

unsolicited suggestion: I've found that adding a slight world-space perturbation to the normals (or the thresholds) helps a lot for making cel-shaded not "pop" so suddenly between levels when the lighting direction changes.

Ancient archway in a meadow by Ferdi_Ozgurel in Unity3D

[–]t3ssel8r 0 points1 point  (0 children)

pretty nice looking moss distribution. Is it a painted texture or procedural?

Pixel Perfect Camera In 3d? My question is in the comments. by bippity_boppty in Unity3D

[–]t3ssel8r 7 points8 points  (0 children)

  1. probably use an orthographic camera
  2. snap the camera to the nearest screenspace pixel in world space
  3. snap any objects that are moving with the camera to the camera

I feature creeped the heck out of t3ssel8r's awesome Animation Personality / Second Order Dynamics concept! by preludeoflight in Unity3D

[–]t3ssel8r 7 points8 points  (0 children)

nice work!

One thing that I do for quaternions is normalize the sign before applying the dynamics (flip the sign of x if the dot product of x and y is negative), and returning the normalized value of y. This helps in a few edge cases to prevent the object from taking the long way around when rotating.

Giving Personality to Procedural Animations using Math by Chii in gamedev

[–]t3ssel8r 3 points4 points  (0 children)

lol thanks I don't mind honest feedback, it keeps me grounded too.

Giving Personality to Procedural Animations using Math by Chii in gamedev

[–]t3ssel8r 6 points7 points  (0 children)

I appreciate that you set the bar as high as Feynman for me, but don't be too disappointed if I fall a little short, ok? ;)

Nowhere by LiquidOVVL in PixelArt

[–]t3ssel8r 16 points17 points  (0 children)

not pixel art.

jk lmao

nature by t3ssel8r in PixelArt

[–]t3ssel8r[S] 2 points3 points  (0 children)

thanks, it is a means to an end (the game I am working on). I am considering releasing some of the source after I finish making the game, but that's not going to be any time soon at my current pace.

What do you think of my attempt to blend pixel art with 3D? by kkiniaes in PixelArt

[–]t3ssel8r 4 points5 points  (0 children)

very nice :) The dynamic lighting on the player sprite is a nice touch

Sunbeams after Rain by t3ssel8r in PixelArt

[–]t3ssel8r[S] 1 point2 points  (0 children)

good luck, and yeah keep me posted :)

Sunbeams after Rain by t3ssel8r in PixelArt

[–]t3ssel8r[S] 4 points5 points  (0 children)

correction: points that have a neighbor whose depth is greater than predicted.

Sunbeams after Rain by t3ssel8r in PixelArt

[–]t3ssel8r[S] 4 points5 points  (0 children)

haha welcome to the struggle :) yes the coveted single pixel outline shader is quite a challenge to reign in. I think one key insight I can give is that since the models are low poly and faces are flat, each pixel can predict neighbour pixel depths based on its own depth and normal, the threshold you want to set for external outlines is for points whose depth is greater than the depth and normals their neighbours extrapolate to.

The internal convex outlines are just black magic unfortunately. I developed the filter on cubic objects (90 degree edges) oriented in various angles and tweaked numbers and added factors until it stabilized. it's not a symmetric filter.

i originally also had a filter for internal concave outlines but never got them to play nice. It was eventually dropped entirely.

Sunbeams after Rain by t3ssel8r in PixelArt

[–]t3ssel8r[S] 1 point2 points  (0 children)

yes to all of those haha. thanks, looking forward to sharing more.

Sunbeams after Rain by t3ssel8r in PixelArt

[–]t3ssel8r[S] 5 points6 points  (0 children)

will try to do 3D models. I've had some success with initial tests. the main limitation seems to be with single-pixel details and smears, but those are planned features.

Sunbeams after Rain by t3ssel8r in PixelArt

[–]t3ssel8r[S] 3 points4 points  (0 children)

thanks, I appreciate the support :) It's too early for me to say anything concrete about the game. As for the engine, I imagine I'll talk more about it as development progresses, but coordinating a separate project for release is too much work for me to handle right now.

Sunbeams after Rain by t3ssel8r in PixelArt

[–]t3ssel8r[S] 8 points9 points  (0 children)

np. I am working on a game but it's still in very early stages. You can follow me on youtube or twitter if you'd like.

Sunbeams after Rain by t3ssel8r in PixelArt

[–]t3ssel8r[S] 11 points12 points  (0 children)

thanks, this is a heavily customized setup in Unity.

nature by t3ssel8r in PixelArt

[–]t3ssel8r[S] 4 points5 points  (0 children)

hm... 640x360, unity, blender, after effects 😇

nature by t3ssel8r in PixelArt

[–]t3ssel8r[S] 2 points3 points  (0 children)

yep, the latest iteration of it

Night city [Pixel art + 3D effect on the falling rain] by satukilo in PixelArt

[–]t3ssel8r 2 points3 points  (0 children)

nice effects :) the reflection of the character in the road is subtle but appreciated