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
Screenshot Saturday 167 T.co
23hours 7mins ago
Apr 19 2014, 12:39am
@tk_aza Great idea. Added to my todo list!
Apr 18 2014, 8:23pm
@tk_aza Thanks for reporting the FOV bug, I'll take a look at it!
Apr 18 2014, 7:42pm
@tk_aza You can scroll the mouse wheel over the motion blur setting and bring it down to zero. Confusing, I know.
Apr 18 2014, 7:41pm
Apr 18 2014, 4:16pm
Over 4,000 assets totally free today only: T.co
Apr 18 2014, 10:03am
@Worthless_Bums Unless it's distributed version control and you've got massive binary files. Then it's just pain and suffering.
Apr 17 2014, 5:51pm