Always gives me Duke nukem 3D vibes
Always gives me Duke nukem 3D vibes
That was specially noticeable in Doom. The palette had almost no dark reds nor pinks and faded quickly into light brown
You can always bake a GI solution such as radiosity in the vertex colours if you have enough density
The Secret of Monkey Island, 16-color EGA version. View of the Melee docks as you enter the town for the first time (sunset) and subsequent visits (night).
Trivia: I played the EGA version first, and felt later versions did not set the right mood at the start. Recently I found that the EGA version shows a sunset when you first enter the town, and the night version later, so you arrive there just at sunset, and everything else happens at 10pm iirc.
For this particular case, I would go with 3D at a reduced framerate. Always felt that smooth pixel art animations felt out of place.
The palm trees on the left look a bit like Europe. I can see Spain, France, United Kingdom, Italy, Denmark...
With per-instance non-destructive modifier stacks you could have many variations of a common shape, ideal for rocks, grass, foliage, etc.
Got some Day of the Tentacle vibes
Many years ago, implementing disk and sphere area lights in a raytracer, naively went for random polar coordinates for sampling the surfaces. That produced very noticeably artifacts due to higher density when rho was small. Wolfram got me covered with their disk and sphere point picking articles.
You might still get some convincing volume effect easily if the view never gets close: from the grayscale noise, use simple parallax mapping for volume, and the screen space derivatives (dFdx or ddx) to get a normal for shading (that's how I got the shading out of a grayscale texture here:)
Seems like an ideal position to get into volumetric clouds
This one has Townscaper vibes
And this is the Github repo, so you can have a peek at the source code and some extra information in the FAQ: github.com/ruben3d/sand...
You can experiment with the live demo here: ruben3d.github.io/sandbox-sdf/...
I added support for rendering some shapes too, based on the excellent work by @iquilezles.bsky.social
It can render text, generate a SDF texture out of it, and then apply real-time effects, fully customisable with a variety of parameters. The idea is to animate many of these as a result of user interaction.
I have been working on a signed distance field texture renderer, to develop a better understanding of how it works for a personal project. Using #Typescript and #threejs, the source is available #opensource (links below)
Have you thought of randomising the path vertex locations per vehicle, within a radius ? That way they might travel at different speed, but be able to pass each other without much actual AI as the paths won't overlap that much
Coming from you, I can't tell if that's a picture or a render anymore
The printed version
Impressive results! I bet that a spectral renderer would have created chromatic aberrations too
Actually I used the cyan, magenta, white and black from the most commonly used CGA palette. There are another two variations, but not sure if it is worth adding even more permutations to the graphic modes.
Thanks! Setting something quick and dirty up is easy, but seeing it through to the release, full of content, is the really challenging part. My most sincere admiration goes to those like you that get it done.
Thanks, that's my base reference! Re progress: not much, family, work and other projects take a toll on how much time is left for this :(
Short video showcasing a bit of gameplay and switching day/night and graphic generations:
First post! I'm a software engineer developing graphics-related #opensource projects on my spare time. Check my profile for the GitHub link!
My retroflightsim project, attempting to recreate the late 80s-early 90s flight sims using #Typescript and #Three.js: