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Everything far away in a game engine can feel small, flat, and washed out. That is correct perspective, but it can make for some poor scenery sometimes. Two features I've added to my engine try to fight against that: Spatial Recession magnifies the distance. After a vertex is projected...

83,197 görüntüleme • 6 gün önce •via X (Twitter)

45 Yorum

James Tusha profil fotoğrafı
James Tusha6 gün önce

Holy shit. Ive never once thought about, not read about, such an implementation but looking at it, and thinking about it, it's so obvious. What inspired you to do this? The implications are huge.

Analog Dream Dev profil fotoğrafı
Analog Dream Dev6 gün önce

A lot of things from media in my childhood. Movies used to do a lot of matte paintings for backdrops that would cause this kind of similar effect. Even the way old 2d animation was done, where the world felt 3d but still "layered." I just wanted that kind of "storybook" feeling to it, superimposed and pulling you to the horizon.

James Tusha profil fotoğrafı
James Tusha6 gün önce

I've been playing with projection and camera techniques for ~20 years and never once thought of this. This technique is insanely clever and also so very obvious, in hindsight. Thanks for sharing about it.

VibrantBlack profil fotoğrafı
VibrantBlack6 gün önce

This really makes me want to play around with architecture in this engine. It's so cool how you can see everywhere you want to go as if it's right there waiting for you, but it still takes time to actually travel there with the world unfolding itself as you move through it.

Analog Dream Dev profil fotoğrafı
Analog Dream Dev6 gün önce

You've perfectly captured the balancing act there but I think its totally worth it to play with those two aspects together like this!

creep profil fotoğrafı
creep6 gün önce

This is really driving me nuts, I know this is a creative commons song so anyone can use it, but did you use it after hearing it in a particular game? I am trying to remember where I know it from,

Analog Dream Dev profil fotoğrafı
Analog Dream Dev6 gün önce

No, just found it searching creative Commons. Not familiar with it being used in another game. If you figure it out, let me know.

✟ Grand Moth ✟ profil fotoğrafı
✟ Grand Moth ✟6 gün önce

This is absolutely incredible. Good job on this! So essentially you're emulating the huge scenery advantage lower FOVs give you while keeping the FOV higher from the players perspective? game changing.

Exodus 🇮🇱 profil fotoğrafı
Exodus 🇮🇱6 gün önce

That's awesome and clever, and it's great to see a compressions video on my feed that is not DLSS5.

Analog Dream Dev profil fotoğrafı
Analog Dream Dev6 gün önce

Thanks!

Herr Löblich profil fotoğrafı
Herr Löblich5 gün önce

this is actually awesome and i totally get the feling just from looking at the difference. great idea. great job

Analog Dream Dev profil fotoğrafı
Analog Dream Dev5 gün önce

Thanks Löblich, glad it resonated with you!

Gulag Kulak profil fotoğrafı
Gulag Kulak5 gün önce

Wow, that is a really clever idea and it looks good!

Judy Hopps profil fotoğrafı
Judy Hopps5 gün önce

That's extremely clever! Out of curiosity, if an object (flying character, projectile, etc) moves in/out of that scaling boundary, does it still look natural, or is there a moment where the movement and vert-scaling visibly counteract each other a bit?

Analog Dream Dev profil fotoğrafı
Analog Dream Dev5 gün önce

No, its pretty inperceptable during the transition. There is no noticeable "switch" on the tower for for example as i approach it.

Convergence Boy profil fotoğrafı
Convergence Boy6 gün önce

amazing! couldnt stop looking at it! now remember that video of aigen pixel art hill and castle?

Andrew Valley profil fotoğrafı
Andrew Valley6 gün önce

This is genuine questions, I’m not trying to insult you. But this seems like a programmatic fix for a design problem? Why not just work on your environment design rather than break your perspective camera?

Analog Dream Dev profil fotoğrafı
Analog Dream Dev6 gün önce

The design "problem" is i want something not "realistic" in a normal camera projection. Making the tower bigger might have a similar effect from far away but also cause different ones up close. I intentionally wanted backdrops to be over the top, playing more into feeling than reality.

Andrew Valley profil fotoğrafı
Andrew Valley5 gün önce

Fair enough 👍

Femdom-Verse Games profil fotoğrafı
Femdom-Verse Games5 gün önce

Amazing. Would these techniques work in VR in your opinion? Tempted to try

✿❧ aracely~ ✿❧ profil fotoğrafı
✿❧ aracely~ ✿❧4 gün önce

i think this looks awesome!

lily profil fotoğrafı
lily5 gün önce

i really hope you put more work into the environment because this is very interesting and shows a lot of promise but i think the environment is lacking

heyotetsuo profil fotoğrafı
heyotetsuo5 gün önce

The key here is that you aren't going with the default settings. You had an opinion, a unique perspective, and you cared more about how something would feel than whether it was "correct." I think even just on that basis this is worth the effort.

BLACKHALO profil fotoğrafı
BLACKHALO5 gün önce

Smart, great effect. 👍🏻

Gee, Tea, Eh, Seven (Game) profil fotoğrafı
Gee, Tea, Eh, Seven (Game)5 gün önce

Huge props and great final effect. I rarely use the save button on twitter/x.. but this absolutely is worth saving

Dumbass profil fotoğrafı
Dumbass4 gün önce

This is so fucking cool, it gives the tower so much presence

RavenKing GTS profil fotoğrafı
RavenKing GTS5 gün önce

Magic

ari profil fotoğrafı
ari5 gün önce

This is crazy - both idea and implementation

Jesse Wisener profil fotoğrafı
Jesse Wisener4 gün önce

Oh my gosh. You not only articulated, but also solved, a problem I have perceived but have been unable to describe. Hats off to you. Also, love the CRT shader.

Analog Dream Dev profil fotoğrafı
Analog Dream Dev4 gün önce

Thanks Jesse, im glad you appreciate it!

There's Nothing Weird About It profil fotoğrafı
There's Nothing Weird About It6 gün önce

Nice technique!

Luffert profil fotoğrafı
Luffert5 gün önce

It’s enhanced the feel instantly. Instead of the tree line and tower fighting for focus, my eye is pulled/called to the tower and instinctively wants to frame it into view. I feel so inspired to try this myself. Thank you for sharing these techniques!

PJW - 🎮Wishlist L.E.A.S.H. VR on Steam🔫 profil fotoğrafı
PJW - 🎮Wishlist L.E.A.S.H. VR on Steam🔫5 gün önce

I like your funny words, magic man

ApolloniusofTyana profil fotoğrafı
ApolloniusofTyana5 gün önce

Fantastico

wmil profil fotoğrafı
wmil5 gün önce

I’ve always wondered why devs don’t do more to improve depth perception in the mainstream games. DOF, atmospheric perspective etc is just so poorly implemented in almost every game

kairos zero profil fotoğrafı
kairos zero6 gün önce

this is cool I'm stealing it

Analog Dream Dev profil fotoğrafı
Analog Dream Dev6 gün önce

Wouldn't have shared if I was concerned about that, enjoy 😅

Phillip McNallen profil fotoğrafı
Phillip McNallen6 gün önce

Nonlinear vertex shader is interesting but the concept of Field of View kind of loses its meaning if the projection equation is different.

Tom profil fotoğrafı
Tom6 gün önce

looks epic

Analog Dream Dev profil fotoğrafı
Analog Dream Dev6 gün önce

Thanks Tom!

Robert Dionne profil fotoğrafı
Robert Dionne5 gün önce

Does the tower stretch in odd ways if you look to the left or the right?

Nikita Kiosé profil fotoğrafı
Nikita Kiosé5 gün önce

That’s a nice trick! Very clever

Jasgra profil fotoğrafı
Jasgra5 gün önce

It’s in line with human perception. It’s wanting to take a photo of something in the distance, it’s feels so close. In the photo itself it does not stand out at all! With games you perceptions does the work as well, but not as strong an in real life. This makes that effect! Bravo

Heretic Pope profil fotoğrafı
Heretic Pope5 gün önce

OFF

me myself profil fotoğrafı
me myself5 gün önce

Great idea! I’m worried it might look unnatural on regular structures, like railways, fences, grids etc. did you try test it on a smth like checkerboard field?

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