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

Czechia
Joined May 2010
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Replying to @drewswaycool
Thanks! :) I’m not promoting the demo too much yet. Still making some tweaks.
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We didn't expect so much support! The studio deleted the AI ad. Now, we’re handing the spotlight to you by sharing some fan creations you've sent us. Fan art is the highest compliment, and we cherish every piece! Authors: @ErroR404like @flydxndelion @Robinobandito @NovaNyx_czs
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Replying to @IInyria
Yes! We have this already running on switch. Still needs a bit of optimizations, but it should work nicely when we are done.
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Replying to @KhareRishit
Thanks! Yes it is.
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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.
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Jan “Split” Ilavsky retweeted
"Steam is so much better. AI harms developers." 🤡
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Inversion Day starts in bed :)
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Replying to @fipa
Ja realne na svoju pracu potrebujem maximalne photoshop z roku 2006. Takze idealne zobrat tieto zdrojaky, zmazat polovicu veci a hotovo. Adobe subscription som zrusil uz pred rokom a presiel na Photopea, pretoze ten ich balast ktory tam bol som uz nedaval :)
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It's per pixel so 320x180 with small apron on sides. Although the light source and light blocker texture is bigger so lights just don't pop in when camera moves.
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Replying to @ShrikeCGD
Radiance cascades sample the smoke, so I can make it absorb light, but it doesn't fit the whole aesthetics too much. Right now the normal vector is derived from the smoke gradient and is used to light it up.
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If those directions are opposite, they cancel each other out. I could store more information about the light direction, but we are on the limit of the performance. Trying to make this run on Nintendo Switch 1.
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Replying to @SpolchenDev
I don't know. I kind of like the contrast of the character and the background. There is a bit of lighting on top of him already, but it's very subtle.
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Replying to @yaazarai
I haven’t tried it yet, but my implementation seems to have similar performance, compared to what they report. But that’s after tons of hacks and optimizations everywhere, so if I do similar work on halographic RC, I might save even more.
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Replying to @yaazarai
I’m already stopping them in screenspace, but integrating sun in highest cascade is great idea. Will try it! Thanks.
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Replying to @lapsapnow
I completely agree. This was just for fun, now I will evaluate how exactly it can be used to feel coherent. There definitely won't be any 3D rotation like this :D
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Replying to @NandoPlay20
That was mostly a joke :) I'm just always excited when some unexpected things start to work.
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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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Replying to @mawntee
I realized that that I can use the same technique I use to put light on top of foreground on light direction :)
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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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Replying to @JanOrszulik
Thanks! No Z channel. The cascades are purely 2D, so alongside the light amount I carry a flux-weighted mean light direction in XY. Z is just a per material constant “elevation” of the light above the plane.
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