Hillsguy
@hillsguy.bsky.social
📤 173
📥 30
📝 85
hi hemlo i struggle with developing videogames my games:
https://samael-kethill.itch.io
pinned post!
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 :)
12 months ago
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Experimenting with S3TC/BC1/DXT1 compression. The idea is to intentionally leak channel data into each other to reduce blockiness and get at least some data instead of averaged out 4x4 blocks.
about 4 hours ago
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raytraced reference vs normal map + bent normals and ao for self-shadowing + separate bent normals and ao texture for light bounce 🤔
3 days ago
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Came up with a cursed workaround for baking bent normals purely in Blender 3D using the raycast shader node. Bent normals are usually used for self-shadowing and reflection occlusion. 1. Regular normal map 2. Normal map + raytraced shadows 3. Normal map + bent normal map
#b3d
7 days ago
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Found a nice way to visualize and debug directional lighting data Again, raytraced reference vs per-channel RGB AHD lightmap
13 days ago
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Collecting references
21 days ago
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Ray-traced reference vs spherical harmonics (L0+L1) 1024x lightmap vs per-channel AHD (dominant direction) irradz 1024x lightmap I can barely see any difference...
25 days ago
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Currently trying various workarounds for baking directional lightmaps in
#Blender
3D. Ray-traced result vs 1024x1024 lightmap with directional information stored as spherical harmonics.
#gamedev
29 days ago
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Glass refraction & reflection using simple parallax corrected cubemaps. No screen space effects, no RT
#gamedev
#indiedev
about 1 month ago
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1024x HDR texture + 1024x LDR distance texture = 😐
#gamedev
#indiedev
about 1 month ago
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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?
2 months ago
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spring 2020
3 months ago
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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
4 months ago
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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
5 months ago
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!!!
youtu.be/6xw3qoWYFCo
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Pocket Acid released!
YouTube video by storerestore
https://youtu.be/6xw3qoWYFCo?si=VrIUlTj1Z9J_R3nM
6 months ago
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#SunVox
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7 months ago
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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
7 months ago
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Does anyone know how Climax Studios implemented shadow maps on PS2 and PSP in Silent Hill: Origins and Shattered Memories?
8 months ago
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Got bizarre dream bazaar to work with portmaster Not quite butter smooth, but it works
9 months ago
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yeah
9 months ago
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(Textures by Makkon)
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10 months ago
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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
10 months ago
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10 months ago
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Experimenting with normals for spherical environment mapping
#gamedev
#indiedev
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10 months ago
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reposted by
Hillsguy
Matthew Wilde
12 months ago
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.
add a skeleton here at some point
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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 :)
12 months ago
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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...
about 1 year ago
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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
about 1 year ago
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Experimenting with AO and normal map calculation from height map in shader
#gamedev
#indiedev
about 1 year ago
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youtu.be/htt9FLrGU60
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Rhubarb - Aphex Twin Cover - DS-10
YouTube video by telecomboring
https://youtu.be/htt9FLrGU60
about 1 year ago
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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
over 1 year ago
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Random fact: Coraline's mother's laptop is based on some old thinkpad
over 1 year ago
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Worked on the Nintendo DS version of ClassiCube a few days ago a bit. It's still not very playable, but at least it's a bit faster and better looking than it was.
#homebrew
#indiedev
over 1 year ago
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Finally added simplified frustum culling to my potentially visible set calculation program Now processing this map (328 meshes, 217 tris) takes 48 sec on my 1660 ti, previously it was 130 sec I render 8 256x cubemaps per cell and fill vis grid using DDA in compute shader
#gamedev
#indiedev
#raylib
over 1 year ago
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Trying to deobfuscate/refactor STALKER Mobile 3D (J2ME) object loading code
over 1 year ago
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Yume Nikki (ゆめにっき) (2004)
over 1 year ago
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