Screenshot from 2023-02-24 12-11-59.png
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Having fun with my new composition renderpass and postprocessing shader.
Left-to-right, tone mapping functions (with "default" parameters): none, reinhard, reinhard2, lottes, uchimura.
Left-to-right, tone mapping functions (with "default" parameters): none, reinhard, reinhard2, lottes, uchimura.
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Screenshot from 2023-05-02 00-18-06.png
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(fast enough for a 1M-tile grid of random crap)
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Awww yisss! Everything* I wanted feature-wise from this tileset:
- Map declared in Multicolor SDF (lava is the base layer, everything else is boolean'd together)
- 4-corner Wang tiles extracted from TileSetter project (no, I didn't do those 96 tiles by hand) (package pending)
- Per-tile attributes in the "free" vec4 slot. Here - tile speed (also used for passability).
- A* path-finding with per-tile travel costs (the truck on the screenshot prefers flat terrain as ridges are slow to crawl).
* I have unused alternative biome tiles... to spice up the landscape 😏
- Map declared in Multicolor SDF (lava is the base layer, everything else is boolean'd together)
- 4-corner Wang tiles extracted from TileSetter project (no, I didn't do those 96 tiles by hand) (package pending)
- Per-tile attributes in the "free" vec4 slot. Here - tile speed (also used for passability).
- A* path-finding with per-tile travel costs (the truck on the screenshot prefers flat terrain as ridges are slow to crawl).
* I have unused alternative biome tiles... to spice up the landscape 😏
❤1
Screenshot_from_2023-05-08_15-04-49.png
215.7 KB
Visibility is surprisingly tricky. Lots of implementation options, semantic options and how to combine those.
Extracted tile "proxy" data from Tilesetter projects. Makes maps a little less bland even in extreme conditions.
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Subtleties of animation…
Had to slice the effect sprite into fg/bg parts and put them on different layers. And synchronize everything manually 😓
Had to slice the effect sprite into fg/bg parts and put them on different layers. And synchronize everything manually 😓
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