Rune Skovbo Johansen
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runevision.bsky.social
Rune Skovbo Johansen
@runevision.bsky.social
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest.

📍 Turku, Finland
🔗 https://runevision.com

https://www.youtube.com/c/runevision
https://mastodon.gamedev.place/@runevision
I made a simple map where the memory captures are shown. I also want to implement functionality to let the player connect pictures with lines.

Now to figure out how to handle:
- Repeated captures of the same object
- Objects that can move
- Choice of photo to pin to screen?
- Deletion
- ...
November 14, 2025 at 2:52 PM
For those familiar with perspective projection distortion, and who appreciate attention to detail: Notice how the stippled preview circle has the same coverage regardless of camera rotation. And notice how the perspective of the captured picture sometimes shifts as it moves into the corner.
November 13, 2025 at 10:30 AM
I've implemented "memory capture" for my procedural game about exploring and connecting clues. It's like taking photos of eligible objects, with automatic framing. It reduces the need for (manual) memorization.

For now, it's just the last memory; later a menu with all the photos. #GameDev #IndieDev
November 12, 2025 at 9:16 PM
So, I made a hair shader that doesn't require any specially made meshes or textures.

Initially I made this work by sampling many normal directions rotated around the hair strand direction, but I eventually got an approximation working that doesn't rely on multi-sampling.

github.com/runevision/H...
October 23, 2025 at 7:58 AM
I intentionally decreased the normal strength; I thought the original materials exaggerated them to compensate for lack of anisotropic lighting, but a few people thought it looked flat.

Left: Original materials.
Middle: hair shader with weaker normals.
Right: Hair shader with full strength normals.
October 17, 2025 at 2:39 PM
I found some characters on the Asset Store and tried changing the hair material to use my shader. Luckily they all already had hair aligned vertically in the UV map, although not 100% for wavy/curly hair, which compromises my shader slightly.
October 16, 2025 at 10:00 PM
My partner saw the previous vid and commented it looked like hair dye commercials. I had her help me tweak the parameters to look more natural. Increased normal map strength and slightly decreased smoothness did the trick. Parameters I did nothing to implement; they come from Unity's shading model.
October 16, 2025 at 6:20 PM
I had an impulse to see if I could make a basic hair shader that doesn't require any specially made meshes or textures. Came up with this modification of the Unity Standard shader.

The shapes below are just standard Unity spheres and capsules and only a simple normal map is used; no other textures.
October 16, 2025 at 3:59 PM
Help guys, is this a shadow bias issue or a z-fighting issue? There's also some weird bug with the day-night cycle lighting.
October 10, 2025 at 1:16 PM
I've been working more on this, getting the data crisp enough to be able to draw little faux rivers. But I've also been staring at it for so long it's getting hard to tell if things are even improving.

Anyway, still a cheap erosion filter which is calculated from scratch every frame here. #ProcGen
September 18, 2025 at 2:39 PM
I'm still working on my YouTube video about a cheap erosion filter, but I've been tinkering with improving it as well. I recently had some nice breakthroughs overcoming various limitations of the original filter by Clay John and Felix Westin, and I can't wait to tell you all about it. #ProcGen
August 30, 2025 at 7:00 PM