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:)
03.06.2025 20:09 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Seems like an ideal position to get into volumetric clouds
03.06.2025 14:50 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
This one has Townscaper vibes
07.05.2025 10:52 โ ๐ 16 ๐ 0 ๐ฌ 0 ๐ 0
Sandbox - Signed distance field rendering
You can experiment with the live demo here: ruben3d.github.io/sandbox-sdf/...
27.04.2025 15:38 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
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
25.04.2025 20:58 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
Coming from you, I can't tell if that's a picture or a render anymore
10.04.2025 16:04 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
The printed version
09.03.2025 20:04 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
Impressive results! I bet that a spectral renderer would have created chromatic aberrations too
01.12.2024 22:25 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0
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.
24.11.2024 15:50 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
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.
23.11.2024 01:51 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0
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 :(
18.11.2024 21:56 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 1
Short video showcasing a bit of gameplay and switching day/night and graphic generations:
17.11.2024 23:24 โ ๐ 11 ๐ 2 ๐ฌ 0 ๐ 0
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