Ori-Warui -Wishlist KNUCKLE JET
@oleivarrudi.bsky.social
Wishlist Knuckle Jet on Steam! s.team/a/3199470
Art director for Rain Games, makers of the (Annie Award nominated!) Teslagrad franchise, World To The West, Mesmer and Girl Genius:AICH. Personal account, posts may contain dad jokes.
Art director for Rain Games, makers of the (Annie Award nominated!) Teslagrad franchise, World To The West, Mesmer and Girl Genius:AICH. Personal account, posts may contain dad jokes.
it's extra good if you can use parallax displacement (we're on unity urp and height maps there aren't really worth it as they tend to look weird and don't really change the silhouette of the object)
November 11, 2025 at 6:48 PM
it's extra good if you can use parallax displacement (we're on unity urp and height maps there aren't really worth it as they tend to look weird and don't really change the silhouette of the object)
materialize, it went free a while back. it's pretty decent as long as you can draw an approximate height map, or make one from from the geometry of an existing model. iirc it was what they used on the uncharted 1-3 remasters for ps4
November 11, 2025 at 6:44 PM
materialize, it went free a while back. it's pretty decent as long as you can draw an approximate height map, or make one from from the geometry of an existing model. iirc it was what they used on the uncharted 1-3 remasters for ps4
more squared off alpha cutoff
November 11, 2025 at 6:26 PM
more squared off alpha cutoff
(quick proof of concept test, so the front is still more squarish)
November 11, 2025 at 5:50 PM
(quick proof of concept test, so the front is still more squarish)
realized that since it's a game with a 2.5d camera i could get away with an extremely dirty trick: using alpha cutout to fake the geometry of the end facing away from the camera
November 11, 2025 at 5:49 PM
realized that since it's a game with a 2.5d camera i could get away with an extremely dirty trick: using alpha cutout to fake the geometry of the end facing away from the camera
quick in-scene "barely noticeable in the background gigamachinery" test
November 11, 2025 at 5:26 PM
quick in-scene "barely noticeable in the background gigamachinery" test
they're 60 triangles per cog, could probably have them less rounded, but calculating the uv lineup was a bit easier this way
November 11, 2025 at 5:01 PM
they're 60 triangles per cog, could probably have them less rounded, but calculating the uv lineup was a bit easier this way
should definitely save a bit of geometry in complex scenes, at least:)
November 11, 2025 at 4:32 PM
should definitely save a bit of geometry in complex scenes, at least:)
don't quite remember, i was mainly doing texture compression at the time- game shrank from 3.5 GB to under 500MB on the journey to vita:)
November 11, 2025 at 4:28 PM
don't quite remember, i was mainly doing texture compression at the time- game shrank from 3.5 GB to under 500MB on the journey to vita:)
also the game runs at 30fps with matching physics updates instead of 60fps on vita (which was an acceptable compromise with the smaller screen, and it being a handheld meaning no additional tv frame time lag or wireless controller lag
November 11, 2025 at 12:02 PM
also the game runs at 30fps with matching physics updates instead of 60fps on vita (which was an acceptable compromise with the smaller screen, and it being a handheld meaning no additional tv frame time lag or wireless controller lag
definitely helps that there are two physics majors on the team. fredrik basically rewrote/made a custom 2d physics system with a lot of distance based culling
November 11, 2025 at 12:01 PM
definitely helps that there are two physics majors on the team. fredrik basically rewrote/made a custom 2d physics system with a lot of distance based culling
interestingly, they changed them to look more flat in the wii u/3ds version of the stage (possibly because the illusion broke when viewesd in 3d on 3ds?)
November 11, 2025 at 11:45 AM
interestingly, they changed them to look more flat in the wii u/3ds version of the stage (possibly because the illusion broke when viewesd in 3d on 3ds?)
oh yeah that's the good stuff! :D
November 11, 2025 at 11:42 AM
oh yeah that's the good stuff! :D
I will never ever be able to press down the stick and hold to run in a 3d game without it resulting in veering off course or zigzagging all over the place
November 11, 2025 at 9:36 AM
I will never ever be able to press down the stick and hold to run in a 3d game without it resulting in veering off course or zigzagging all over the place
It did peak, I still think games don't need to look any better than GC RE4 did
November 10, 2025 at 9:44 PM
It did peak, I still think games don't need to look any better than GC RE4 did
A lot of weird stuff can work if you never see it close up
November 10, 2025 at 8:15 PM
A lot of weird stuff can work if you never see it close up
Hm maybe treating the normal maps kinda like a depth version of ocarina of time's 'shaded stairsteps mapped onto flat ramps' texturing trick could help sell the edge transition
November 10, 2025 at 8:15 PM
Hm maybe treating the normal maps kinda like a depth version of ocarina of time's 'shaded stairsteps mapped onto flat ramps' texturing trick could help sell the edge transition