Hillsguy
@hillsguy.bsky.social
hi hemlo i develop videogames and draw (sometimes)
my games: https://samael-kethill.itch.io
my games: https://samael-kethill.itch.io
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
Instead of drawing sprites at each light source, full-screen subdivided plane with procedural vertex colors is rendered and blended with game frame.
#gamedev
October 29, 2025 at 12:53 AM
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
Instead of drawing sprites at each light source, full-screen subdivided plane with procedural vertex colors is rendered and blended with game frame.
#gamedev
Does anyone know how Climax Studios implemented shadow maps on PS2 and PSP in Silent Hill: Origins and Shattered Memories?
October 3, 2025 at 10:45 PM
Does anyone know how Climax Studios implemented shadow maps on PS2 and PSP in Silent Hill: Origins and Shattered Memories?
Got bizarre dream bazaar to work with portmaster
Not quite butter smooth, but it works
Not quite butter smooth, but it works
September 11, 2025 at 11:28 AM
Got bizarre dream bazaar to work with portmaster
Not quite butter smooth, but it works
Not quite butter smooth, but it works
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
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
August 3, 2025 at 10:13 PM
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
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
Reposted by Hillsguy
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.
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.
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 :)
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 :)
June 13, 2025 at 9:06 PM
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.
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.
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 :)
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 :)
June 11, 2025 at 12:58 AM
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 :)
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 :)
Made cloth physics using compute shaders in webgpu as a test assignment for a job. Got rejected anyway. Well, anyways, at least I implemented cloth physics for the first time and tried out new graphics API...
May 2, 2025 at 9:10 PM
Made cloth physics using compute shaders in webgpu as a test assignment for a job. Got rejected anyway. Well, anyways, at least I implemented cloth physics for the first time and tried out new graphics API...
Attempt to approximate light sampling from surface area to smooth out the vertex lighting a bit.
It kinda works, but I was expecting polygonal mesh structure visible due to vertex lighting to disappear, but it didn't...
off / 1.414 units disk radius / 2 units disk radius
#gamedev #indiedev
It kinda works, but I was expecting polygonal mesh structure visible due to vertex lighting to disappear, but it didn't...
off / 1.414 units disk radius / 2 units disk radius
#gamedev #indiedev
April 26, 2025 at 12:31 AM
April 10, 2025 at 8:36 PM
I am in maggotnizer phase lately
April 3, 2025 at 9:22 PM
I am in maggotnizer phase lately
trying to understand trees
March 28, 2025 at 1:08 AM
trying to understand trees
Probably many of you have heard about palette swapping (and also palette cycling), which old games (up to PlayStation 2) utilized to to add visual variety without consuming too much VRAM
February 20, 2025 at 12:47 AM
Probably many of you have heard about palette swapping (and also palette cycling), which old games (up to PlayStation 2) utilized to to add visual variety without consuming too much VRAM
Random fact: Coraline's mother's laptop is based on some old thinkpad
January 25, 2025 at 4:15 PM
Random fact: Coraline's mother's laptop is based on some old thinkpad