Tag / edge detection

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  • Orthographic Edge Detection

    Started working on orthographic projection edge detection. Here were the first few passes. The lines are too thick: Glitchy effect due to my other edge detection shader not working well with orthographic camera, but still really cool looking! You merely adopted the madness. I was born in it, molded by it: Playing around with adding…

  • Development Update – TIGForum’s Devlogs, Edge Detection Improvement

    4th Best Devlog of 2014 RELATIVITY DevLog came in 4th place and got a mention in this year’s Best Devlog Thread. The top 3 devlogs are all super fantastic. Congratulations to Lucas Pope’s Return of the Obra Dinn, Eigenbom’s Moonman, and JLac’s Project Rain World! I’m incredibly honored to have even been nominated. Really awesome to see that people…

  • Revisiting Edge-Detection

    Yesterday, I decided to revisit the topic of edge-detection again. I was reading through the devlog of Lucas Pope’s newest game, Return of the Obra Dinn, when I saw this post about the visual style of the game. Even though the look for Obra Dinn is very different from the look I’m going for, his…

  • Development Update – Edge-Detection + Render Textures

    I finally got my edge-detection shader to work on render textures! This took a really long time to figure out, so I’m really happy to have solved this issue. Basically, for a long time, I didn’t know how to get shaders applied to render textures. Since the portals in the game use render textures to…

  • Development Update – Edge Detection

    One of the things I’ve decided to focus on these past few days is to refine the look of the game, and try to develop a unique visual identity. Up until now, pretty much every visual decision has been made based on functional reasons. Since architecture has been, and still is, a key theme of…

  • DevLog Update – Ambient Occlusion + Edge Detection

    Yesterday, I experimented with a couple of other grid textures. In approaching this, I wanted there to be a standard unit in the size of the grid (i.e. the size of the grid would be a multiple of the length of the cube). This is because the grid exists primarily to help the player gauge…