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Line rendering using edge detection, jump flood and temporal anti-aliasing. #gamedev #madewithunity

11,239 views • 3 years ago •via X (Twitter)

9 Comments

🪟 Glass Tactics 🪟's profile picture
🪟 Glass Tactics 🪟3 years ago

Such a clean look

Groo Gadgets - Swipe Fight OUT NOW!'s profile picture
Groo Gadgets - Swipe Fight OUT NOW!3 years ago

Absolutely love this! Do you guys intend of releasing this as an asset?

Dustyroom 🇺🇦's profile picture
Dustyroom 🇺🇦3 years ago

Not sure yet. Ideally we would make a game in this style with someone.

Bitbeast Games's profile picture
Bitbeast Games3 years ago

Wow...and no flickering... great job!

Vigorous Apathy | Play Useless Box: The Game!'s profile picture
Vigorous Apathy | Play Useless Box: The Game!3 years ago

As an architect, I approve

XSnowfox's profile picture
XSnowfox3 years ago

@ARealHumanName1 I wonder... should the vehicle face in the other direction?

Dustyroom 🇺🇦's profile picture
Dustyroom 🇺🇦3 years ago

@ARealHumanName1 Haha, no it's prepared to fly out of the carrier in that way

Alex Ameye's profile picture
Alex Ameye3 years ago

Where does the jump flood come in?

Dustyroom 🇺🇦's profile picture
Dustyroom 🇺🇦3 years ago

Edge detection is done on adjacent pixels, from there JFA spreads line thickness to the desired width. It doesn't play a role in this video since the lines are so thin, but it's obvious on scenes with wider lines.

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