Thew

yes im still making the videogame

Gamedev, originally a hat-juggling indie dork but now increasingly specialized in graphics programming. Day job working on surgical simulators, night job crafting artisinal Posts

avatar is by @softmode


Cool game I've been ostensibly making for like ten years:
aerobat.thew.nu/
Artwork and graphics programming
twarchive.thew.nu/art/
Videogame longplay/analysis threads
twarchive.thew.nu/
twitter (dormant)
twitter.com/AmazingThew
mastodon (unused, might become used one day)
mastodon.gamedev.place/@amazingthew

porath
@porath asked:

i'm 12 and i dunno what this is

i'm guessing you've seen this by this point, but

https://twitter.com/Dreamboum/status/1743737838116405474

ooh yeah I've read this. Haven't dug into it enough to actually understand how the tiled shit works but it's insanely cool

been a while since I read it, but IIRC it doesn't actually talk about the shadow-filtering stuff I was speculating about on twitter. I think it mostly confirmed my guess that it's just regular PCSS with a huge radius

the paper's mostly concerned with how they generate the shadowmaps, with a ton of cool/novel work (no shadow cascades! fuck shadow cascades!). Once the maps are drawn, they could use any existing filtering technique, so the paper mostly skips that part


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in reply to @Thew's post:

the fact that you can just look at a game and figure out everything about how it's being rendered is beyond wild to me lol

i wish i had something to add to the discussion but i only understand these concepts at the most basic level possible