new family of cellular automata! this is literally the first time i've ever seen them running. they look lively.
i'm using count of ortho neighbors as 1 axis and count of diagonal neighbors as the second axis. rule lookup is 5x5.
@subtilicus
Technical Art Director, Stealth Mode 23 years in games. Dane, living in Sweden. Formerly Unity Technologies : FPS Sample, Megacity & DOTS. Io Interactive: Lead Artist and Tech. Art Director on Hitman & the Glacier Engine.
new family of cellular automata! this is literally the first time i've ever seen them running. they look lively.
i'm using count of ortho neighbors as 1 axis and count of diagonal neighbors as the second axis. rule lookup is 5x5.
For the love of our eyeballs, do not align your ember particles to velocity!
Donโt give them that comet texture either, ugh.
Letโs make
โจphysically based flying embersโจ
A Unity vfx graph implementation and explanation below. ๐งต
Very neat novel dithering approach by former colleague Rune Skovbo, Iโm sure it will find cool uses beyond simple shape shading.
youtu.be/HPqGaIMVuLs
itโs called a laptop!
The inflation adjusted price for photoshop in 1990 ($895) would be $2200 today, Quite the barrier of entry.
Because they donโt actually live there. Most super rich are just nomads so all their โhomesโ are just fancy hotel rooms.
Cthulhu or tree?
depends on this size / complexity of the object, left will be come unmanageable fast on more complex structures, eventually you have to find a way to terminate the loops.
Gorgeous!
We're hiring a senior content designer on the WoW Housing team! Come work with me!
careers.blizzard.com/global/en/jo...
i think that is just a curb side, not a finger.
My first steps into game art was painting new on top of your Q3A character textures :)
Not to make this a Godot vs Unity thing (i love all game engines) but Unity has a script function to physics step in edit mode, which allows for object placement tools like this, could make for a good feature request for godot.
youtu.be/3lYot7QdD_w
you would usually want to weld verts across the mirror seam, for mesh smoothing reasons.
might have missed it on your feature plan but mirroring functionality / a realtime symmetry modifier seems like tablestakes in a modeller to me.
well they are also not of an ignorable size, some games have a gigabyte or more of shader variants. So it could be a huge download to cover all bases.
Wish i could English better, long day ๐
The 1987 Danish โEllertโ ๐
This feels is so charming and โtouchableโ , animations, assets, lighting and rendering all amplify each other. Excellent work.
bring me more Cฬทฬอฬฬฬฬอ
อฬฏอฬฅฬนฬฬUฬดฬอฬฬฝฬชฬฬขฬฒฬฎอBฬตฬ
อฬฬณอฬกออฬฃฬขฬEฬถออฬฬฬจฬฑฬฐฬฏฬฐอSฬตอฬฬชฬนอฬฒฬฬฬงฬซฬฃฬน
#gameart #gamedev
๐ข EEEP!!! MYTHWRECKED is OUT NOW
After *3 years* my next indie game (following Rรถki) is OUT NOW on Steam, Xbox and Nintendo Switch...
๐๏ธ Explore a secret island
โก๏ธ Meet the gods of legend
๐ Uncover the truth, behind the myth
The Graphics Programming Conference released a bunch of great talks on Youtube yesterday. Really enjoying the Tiny Glades talk! ๐คฉ
www.youtube.com/@GraphicsPro...
Excellent talk by @frguthmann.bsky.social on GPU Occupancy.
youtu.be/sHFb5Xfwl9M?...
Assetpack WIP:
The curvature maps are not really mathematically correct, but so much easier to tweak to what you need for aesthetic purposes than substanceโs.
What's up? Rolling ball, ThAt'S wHat'S uP!
Testing the new collision's features in VFX Graph, I made this cheap Katamary sample. Meshes are GPU particles, that stick and orient to the sphere. The Collider radius is driven by the sticky particle count stored in a tiny buffer. Thanks @shadi3st.bsky.social for the help on particle's orient.๐
Sure, in 5 months. #scandinavia