come make video games, we've got:
- players don't look up
- players don't look down
- players don't look
- players don't read
- players don't listen
- players don't look
- players don't look
- players don't look
- PLAYERS DON'T LOOK

Hi I'm Dana, I mostly just tool around with friends, play RPGs, and listen to podcasts, but I've also been known to make podcasts at SuperIdols! RPG and I've written a couple of short rpgs at my itch page and on twitter.
š@wordbending
come make video games, we've got:
hi!!! i'm assuuuuming you're talking about the effect in this one?

i'm using something called parallax mapping!! i know most people know what parallax is and how it works in the realworld but im just gonna demonstrate it real quick just so i dont have to keep going "ok now imagine how parallax works"
so imagine you have two windows. in the middle of the window on the left, there is an Orb. it is directly in the middle of the window. the window on the right also has an Orb, but this one is pushed backwards outside the window quite a bit. now if you look at the two windows, and turn them, you get this:

for the first window, the Orb stays basically in the center of the window. but in the second window, if you turn the window right, the Orb "looks like" it's moving left
parallax mapping is essentially taking this assumption, that if you change the angle you are looking at an object, the further away an object is, the more it will move in the opposite direction. i will spare you on the matrix math involved but you can get the exact relation you need by getting the Tangent Space View Direction. you dont need to understand the math behind this to use it
so, lets go back to the window example, how would you make the same effect, but with just this 2d texture of the Orb?

what if, whenever the object it was attached to turned right, you just moved the texture to the left, by X amount, where X is how far into the window the orb is. you would essentially be cheating god and "faking" the parallax. it would look like it's moving like it's far out of the window, but really, it's still a 2d texture. it would look like this:

again, you can just Know the right direction to push the texture in based on the current angle by getting the Tangent Space View Direction. ok another example. what if you had a black and white noise texture, like this

now what would happen if, instead of moving the whole texture X amount. you moved each pixel a proportional amount based on how bright it is. a 100% black pixel would not get moved at all, and a 100% white pixel would get moved the furthest along the Tangent Space View Direction. a pixel thats right down the middle would move half that distance etc etc. well it would look something like this!!!

thaaat's the basics behind it!!! it's also used for effects like faking room interiors through windows with just a 2d texture in biig cityskapes and the like

you can see how the cube example looks kind of like an ice cube with the distortion, that's Not intentional and how parallax mapping artifacts. i do not care about it, because i make crystals. but some people do care about it, so you can use parallax occlusion mapping, which is like parallax mapping but a step up
here's some more reads on it if you are interested!!!
https://simonschreibt.de/gat/windows-ac-row-ininite/
https://www.patreon.com/posts/playing-with-29753575
https://catlikecoding.com/unity/tutorials/rendering/part-20/
https://halisavakis.com/my-take-on-shaders-parallax-effect-part-i/
I'm not sure what makes me angrier, the idea that mocap has "obsoleted" hand-animating or the idea that fucking "AI" is the next generation of that. I am at an actual loss for words because to say "I hate this philosophy" would be to describe a raging inferno as gently warm. This is the most toxic approach to game development I can envision on absolutely any level
I feel like it's DEEPLY uncommon for gamedevs to be willing to talk this openly about development struggles.