
Creator of @BeatSaber. Currently working on Inversion Day (@InvDayGame) https://xitter.cf/t.co/DGeiDzQjcP
Czechia
Joined May 2010
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I tweaked the rendering a bit and now the indirect lighting is a little bit nicer. Inversion Day is shaping up nicely.
The shadows are much more visible when I rotate the 3D model. So I guess all the backgrounds in the game will have some rotating statues now :)
Few small changes and I have a bit of shadows working too. It's super fake, but makes it sit in the background a bit better. Of course this is just for background stuff. Everything in front casts perfect shadows already.
Radiance Cascades can, of course, light up 3D models. I love the indirect lighting here! This might spice up Inversion Day's backgrounds a bit.
Although there's not much point in using 3D models if they don't rotate. I could just use a flat sprite with a normal map and get the same results.
I spend a lot of time testing the game, and walking at normal speed is too slow, so I added a little speed boost cheat :)
Making real pixel art games is surprisingly challenging using modern engines. When character moves just 1px in 1/60s, you can't use standard delta time simulation / presentation and expect smooth results. Here is what I did for Inversion Day, to make it perfect (at least where it was possible).
inversionday.com/blog/fixed-…
Fun fact. Because or radiance cascades, we have worse performance in the main menu than in the game. It’s because sun is represented using a polygon light and the space is completely open. Nothing to stop rays :) Game dev is full of surprises.
