Creator of @BeatSaber. Currently working on Inversion Day (@InvDayGame) https://xitter.cf/t.co/DGeiDzQjcP

Czechia
Joined May 2010
I tweaked the rendering a bit and now the indirect lighting is a little bit nicer. Inversion Day is shaping up nicely.
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Inversion Day starts in bed :)
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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 :)
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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.
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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.
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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 :)
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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-…
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I added normal maps for background tiles. A bit of depth added. Do you like it, or not worth it?
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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.
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Went to a nice concert yesterday, but the smoke was really distracting me. The work follows me everywhere :D
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