Loads of bug fixes, level design tweaks, and new features.
I am in the middle of a major graphics engine upgrade. This whole time I’ve been using fake HDR. Basically I divide every color by 2 when storing it in a texture, then multiply it by 2 whenever I read it from the texture. It works but you end up with lower color fidelity.
Now everything is done in full 64-bit floating point textures. Here’s an exaggerated before/after shot so you can see the difference. Notice the color banding on the left.
I was also skipping a few major steps of the usual recipe for bloom, namely downsampling and later resampling with a linear filter. The new bloom effect is much prettier. Here it is in action, along with some crazy geometry bugs I encountered while optimizing the vertex buffer code:
Lastly, I’m experimenting with a new effect for the slow-motion predictive block system:
That’s it for this week. Thanks for reading!
Latest tweets from @et1337
@_Wolfos I got like two chapters in without even realizing it. Incredible that it's free.
11hours 25mins ago
In case you've been ignoring the entire internet today, you should know this book just came out: T.co
11hours 26mins ago
13hours 25mins ago
@IndieCade Great! Thanks for the heads up.
Apr 22 2014, 10:07pm
@IndieCade Okay, just making sure I wasn't going crazy. Thanks!
Apr 22 2014, 4:54pm
Apr 22 2014, 4:35pm
If you're a programmer, you should read this guy's articles about working on the Witness. T.co
Apr 22 2014, 3:17pm
Apr 22 2014, 10:46am
Retweet if you're the guy on the right. T.co
Apr 22 2014, 10:03am