FalseBracket
@falsebracket.bsky.social
Just some dude making a game.
https://linktr.ee/falsebracket
https://linktr.ee/falsebracket
Thanks! I'm of course simplifying somewhat, but that was mostly out of a need to keep the CPU to Shader/SDF data conversion simple, for performance reasons in more complex areas. Maybe I'll do a proper breakdown if there's interest and I find the time. 😄
December 7, 2024 at 6:59 PM
Thanks! I'm of course simplifying somewhat, but that was mostly out of a need to keep the CPU to Shader/SDF data conversion simple, for performance reasons in more complex areas. Maybe I'll do a proper breakdown if there's interest and I find the time. 😄
They are bounding boxes that get their edges smoothed within the shader. If I need more complex shapes, I use multiple smaller boxes. :)
December 7, 2024 at 6:35 PM
They are bounding boxes that get their edges smoothed within the shader. If I need more complex shapes, I use multiple smaller boxes. :)
Its almost entirely shader based! More specifically, each discoverable map section is defined as a Signed Distance Field and an Enum denoting its completeness. Then the shader interpolates between each area based on that.
December 7, 2024 at 6:17 PM
Its almost entirely shader based! More specifically, each discoverable map section is defined as a Signed Distance Field and an Enum denoting its completeness. Then the shader interpolates between each area based on that.
Makes complete sense, thanks for the insight!
November 30, 2024 at 6:42 PM
Makes complete sense, thanks for the insight!
Thanks! Is there any specific reason you prefer it?
November 30, 2024 at 6:28 PM
Thanks! Is there any specific reason you prefer it?
I'd be honored. @falsebracket.bsky.social
November 22, 2024 at 6:50 PM
I'd be honored. @falsebracket.bsky.social
Thanks, having the camera be dynamic in the way it prioritizes framing the environment, enemies, dialogue, etc, is a system that I've put a lot of time into. Particularly in stacking/blending the various situations. So its always great when people notice!
November 3, 2024 at 11:52 PM
Thanks, having the camera be dynamic in the way it prioritizes framing the environment, enemies, dialogue, etc, is a system that I've put a lot of time into. Particularly in stacking/blending the various situations. So its always great when people notice!