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(from the faq at enikofox.com/blockgame/ )
(from the faq at enikofox.com/blockgame/ )
also trying to be more picky and granular about what occluders to use, so now i'm rendering single blocks nearby the camera. hopefully more granular occluders will improve the culling percentage
also trying to be more picky and granular about what occluders to use, so now i'm rendering single blocks nearby the camera. hopefully more granular occluders will improve the culling percentage
it now runs in 0.43x the time but culling is up from 43% to 74%, and so fps if up from 60 to 110!
it now runs in 0.43x the time but culling is up from 43% to 74%, and so fps if up from 60 to 110!
and it now runs in about 2/3rds the time :D
and it now runs in about 2/3rds the time :D
(big occluders in your face helps cull a lot of chunks)
(big occluders in your face helps cull a lot of chunks)
some kinks to work out still, can probably make it faster, but it's a good proof of concept
some kinks to work out still, can probably make it faster, but it's a good proof of concept
no amount of blurring will get rid of these. not even pushing the fov absurdly high fixes it (and degrades all other reflections)
no amount of blurring will get rid of these. not even pushing the fov absurdly high fixes it (and degrades all other reflections)
like here you'd expect the reflective floor bits to reflect the bottom of the tree canopy, but it doesn't
like here you'd expect the reflective floor bits to reflect the bottom of the tree canopy, but it doesn't
though it does make for 1 level deep of reflected reflections which is kinda neat i guess
though it does make for 1 level deep of reflected reflections which is kinda neat i guess
i've tweaked the shader to jitter the reflection vector so that it blurs across the edge seam between front/back hemispheres (front is just red atm for testing)
i've tweaked the shader to jitter the reflection vector so that it blurs across the edge seam between front/back hemispheres (front is just red atm for testing)
our other games are also on sale: turnbased body snatching roguelike ($5), kitsune tails' prequel ($2.50), and a cute block pushing puzzler ($1.64)
store.steampowered.com/bundle/15673...
our other games are also on sale: turnbased body snatching roguelike ($5), kitsune tails' prequel ($2.50), and a cute block pushing puzzler ($1.64)
store.steampowered.com/bundle/15673...
for example here's a quick and dirty attempt at steel
for example here's a quick and dirty attempt at steel
i just edited the model shader so everything that isn't a full block is gold so things look a bit weird. and the grass is shell textured so those are just horizontal planes
anyway plz enjoy
i just edited the model shader so everything that isn't a full block is gold so things look a bit weird. and the grass is shell textured so those are just horizontal planes
anyway plz enjoy
so i'd say this is very potato-proof
so i'd say this is very potato-proof
it also works in the dark, i reduce the matcap's speculars by the overall luminance of the scene
and it's even got makeshift mirrors :D (also yes all the grass and plants are gold, just roll with it)
it also works in the dark, i reduce the matcap's speculars by the overall luminance of the scene
and it's even got makeshift mirrors :D (also yes all the grass and plants are gold, just roll with it)
the normals are pointing down at the bottoms of the central slats, so why is the reflected direction pointing up at the bottom?
the normals are pointing down at the bottoms of the central slats, so why is the reflected direction pointing up at the bottom?