An Eevee card render for @poketcg-art’s redraw event, in which I was a bit more focused on the GPU definition of draw than actually redrawing the art. Render made in Godot, card artwork and graphics made in Photoshop.
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An Eevee card render for @poketcg-art’s redraw event, in which I was a bit more focused on the GPU definition of draw than actually redrawing the art. Render made in Godot, card artwork and graphics made in Photoshop.
🎄 So You Think You Can Code? 2025! Advent Calendar for geeks: from Shaders & Robotics to Web apps, Rust tricks & Retro code. Submit your bes
I contributed a 9000 word article about making this effect! note you will need a browser with WebGPU, and for reasons I don't quite understand, I get bad performance hitches on Firefox, so unfortunately it works best in Chrome. native version can be compiled from the source here
It's about divergence-free fields, and writing cross-platform compute shader programs using Rust and wgpu! If those sound like things that might interest you, give it a read :3
You should also check out my friend shoofle's article (that is, @ada-adorable!) on async gameboy programming with interrupts if you wanna read about something more oldschool! <3
Maniacarta
Artist
artstation sandstormstudio
More from «Artstation» here
Hi chat I've been kinda cooking with a cool shader that scatters textures in a way where they're both seamless and have no visible repetition :3c
one cool feature is this height-based blending:
Left: regular lerp Right: custom height blending
I ran into some interesting challenges actually and realized that most methods for blending between two heightmaps actually have some drawbacks for different scenarios so I might do a whole blog post on how to properly blend two heightmaps together if that's something people are interested in
I also think it's neat to compare these two blending modes side by side since the heightmap one keeps the actual heightmap a lot more crisp and doesn't necessarily blur/fade stuff in ways that can look a bit bad depending on your heightmap
Hajime Sorayama, naga (1997)
OMG we need to save savee pl@net now!!!!! PLS CAPYBARA WANTS TO LIVE !!!!!!!!!?1!?!?!?! DONATE TO SAVE nature NOOOOOWWWW!!!!!!!pls dont sue this is for school<3 if u sue i be sad ;( </3
Yes, yes, we're in an era of raytracing and whatnot but the Switch still exists and often the folks who most need a game don't have the shiniest new tech to run it on. So I was thinking about stuff related to lighting techniques since IMO that makes up about 60% of the impact of any given game environment.
Generally, you'd have what's called a directional light in your scene. This directional light is usually a stand-in for your sun. If you look at a room in broad daylight, it's not just the sun that's your light source. But directional lights mean you miss out on that contrast if your window is not a sun-facing window, which can make your lighting look kinda flat.
So this is just fine:
But the moment it's made parallel instead of perpendicular....
The lighting starts looking a little samey.
IRL's, every single window and door you have is technically a light source! Additionally, I've observed that each room's parallel light mostly stays the same, varying intensity. (source: my room has a north facing window, so it's almost entirely lit by indirect lighting)
This makes sense. Compare that to a scene with some kind of actual bounced indirect lighting using some kind of Global Illumination, and you get something like this:
Hm. That's a massive performance hit. Could there be some way to do it cheaper?
Add a second sun directional light for bounced indirect lighting. This is a copy of the sun, at roughly 10% of the sun's intensity, lighting in the exact opposite direction to the sun with no shadows.
So now when we go parallel, there's still something going on that gives contrast. Most importantly, trust the process:
Now you can add a shadow casting parallel light to your sun with the same settings as your bounced indirect:
I think we're starting to see some resemblance! At its core, we've reached the point where there's something technically novel going on. We can then expand from here! For example, I can now make my light source interpolate between a set angle for each room when building its mood lighting.
In my heart of hearts, I believe the most powerful thing, the secret sauce for something that looks, and most importantly, feels awesome is intentionality. We're not aiming to simulate reality anyways, we're aiming to provide a certain experience to our players.
That said, I do feel the hate is misdirected. The reason why this is ubiquitous today is not because of laziness, but rather, executive pressure means devs don't get the time/space to be intentional.
Also, yes, you can be very intentional with more expensive GI, raytracing and all the fancy schmancy new tech. That's what differentiates really good implementations with the eh ones. This isn't a dig at raytracing. Like anything else, it's a tool to be used.
Now, having art directed and turned a few dials to make it look good while I was talking about this, here's the final result!