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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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I have an odd Unity question/problem if anyone here knows the answer off the top of their head.

I'm procedurally generating the textures for my alien language and need to implement an LOD system for performance. Is there a way to access Unity's LOD distance details in a script? Then I could use that info to generate higher or lower resolution textures as the player moves around.

Or is there an efficient way to calculate this data myself in the script?
 

JeffG

Member
I have an odd Unity question/problem if anyone here knows the answer off the top of their head.

I'm procedurally generating the textures for my alien language and need to implement an LOD system for performance. Is there a way to access Unity's LOD distance details in a script? Then I could use that info to generate higher or lower resolution textures as the player moves around.

Or is there an efficient way to calculate this data myself in the script?

Is this what you are looking for?

https://docs.unity3d.com/ScriptReference/LODGroup.SetLODs.html
 

JeffG

Member
Thanks for the help but that only allows changing LOD settings. What I'd ideally have is an OnLODSwitch(int LOD) function that can inform my script as the camera distance changes.

It seems like nothing of the sort exists.

Ahhh..you wish to see if an event exists to hook into.

I don't see one myself.


Edit: I haven't tried it, but you could get all the LOD's from LOD group. Get the Renderer. and then hook into the OnBecomeVisible. May work

https://docs.unity3d.com/ScriptReference/Renderer.OnBecameVisible.html

https://docs.unity3d.com/ScriptReference/Renderer.OnBecameInvisible.html
 

Lautaro

Member
Made a new progress report in IndieDB for Beastmancer: http://www.indiedb.com/games/beastmancer/news/beastmancer-progress-report-6

I'm in a pretty tight deadline: finish the core features during this month. Its funny but sometimes I think that being independent is the same as working for a slave driver.

Anyway, I've been adding new content and testing new features and I think I can have the base features of the game ready at the end of the month so I can devote my efforts to prepare for Greenlight.



Gameplay Video
 
Ahhh..you wish to see if an event exists to hook into.

I don't see one myself.


Edit: I haven't tried it, but you could get all the LOD's from LOD group. Get the Renderer. and then hook into the OnBecomeVisible. May work

https://docs.unity3d.com/ScriptReference/Renderer.OnBecameVisible.html

https://docs.unity3d.com/ScriptReference/Renderer.OnBecameInvisible.html

I don't have any LOD objects (it's just a quad with the texture) so having to add children with renderers just to hack into it seems really inefficient.

Seems I'll have to calculate the viewport size on my own. Guess it's time to learn how to use multiple CPU cores ¯\_(ツ)_/¯


EDT: Nevermind I'm being stupid and overthinking this like always. I'll just calculate the distance to the main camera and use that. If I add camera zooming or multiple cameras in the future, then I can re-figure it out in the future.
 

Pere

Neo Member
Thanks for your feedback! Here's my thoughts:



I've been designing the sounds myself so far, planning to work with an actual sound designer if the KickStarter is successful.



The camera placement is dynamic, it can cause issues if there are things near the battle zone. I'll fix this, thanks!



Yep, maybe scaling up the actual lightning effect should do it.



Yes, I'll probably put the numbers a bit higher.



The sign lead to the city, the entry is where all the soldiers are, but it is closed.

Thanks again :)

You're welcome! Good luck on the Kickstarter! :D
 

Jumplion

Member
A heads up if it's relevant to anyone, but if you're heading to the Chillennium Game Jam at A&M University. It'll be my first time there. Mostly for students from what I can tell, but I'll be driving down there with some others to rock it, so hope to see you people there if you're going!
 

missile

Member
As a fan of traditional arcade games, I have noticed this problem in mainstream reviews. You've got well-known reviewers on big sites crapping on games without the slightest understanding of how to approach the game (eg. credit feeding through a hard game and then complaining about it being only half an hour long, literally asking for more filler content (!) and so on). ...
lol

... My thoughts:
1) Motivate the players to put in the work to learn. Show them what the game is really about, show the cool stuff that is possible with the mechanics. This is hard to do but sometimes possible in-game, more straightforward to do out of game, and videos also work as advertising before the player gets the game. Frequently you'll need both skilled play and commentary in order to understand and appreciate what's happening. Juicing the game / Pavlovian feedback could help to invisibly motivate them even if they don't yet have any clue what they are "supposed" to do - make sure you have the sound, animation, etc. feedback reward players for trying to use the harder mechanics. This obviously only works on low level, not tactical or strategic level. In a multiplayer game, leverage social motivation (eg. Overwatch's "Play of the Game" system).
2) Do a better job at teaching the player to use the mechanics. Make them believe they can learn if they want to. Integrated into the level design, as separate tutorials, as demos/videos in game, as external videos (Youtube etc.). There's only one exception I can think of where it might not be possible to teach more - puzzle-ish games where figuring out the mechanics is a key part of the fun.
3) Don't stop the learning support at casual level. For instance, let players watch their own replays and see analysis data in a RTS game, and include very hard tutorials and challenges (with appropriate warnings...) in addition to just casual tutorials. ...
Some good points here. Thx! Yeah, showing the specific manovers, mechanics etc.
with some possible commentary on video sounds good. Sort of enticing the player
to pull these things off. Yet I don't think that teaching will help right from
the get-go, because teaching the player requires him/her to be patient enought
already. For an unknown indie game one may not willing to spend the time to
learn the better mechanics right from the get-go. So there needs to be a fine
transition leading the player to use the indented mechanics as you've indicated
(doing a better job teaching the player) -- sort of automatic or inclusive
teaching so to speak.

... Obviously if you want commercial success with a hard/complex game, you should consider accommodating the players who don't master the hard mechanics so they also have a good time. Depending on the design you can't always do much without compromising the original vision, but often you can do something. Let's say you have a fighting game and you some kind of reason to make the execution of some move/combo so hard that the weak or intermediate players can't do it at all. If the great players will still pull it off all of the time, why not give everybody else an alternative move/combo with similar function and 80% effectiveness with an easy input? The pros aren't ever going to use that so it doesn't affect their experience, but everybody else gets closer to the "real game" where that type of move is supposed to be an option.
The first sentence tells it all. So basically, if I can't accommodate the
average player, I have no rights to complain about if they drop the game like
it's hot. And if the mechanics is too hard to get by, initially, I have to
build another one leading to the intended one over time, I guess.

So how does it translate to what I've wrote in my previous post considering
WipEout and its weapon system? What could be a gradual/alternate system
leading the player to adopt the intended/strategic weapon gameplay? As I said,
the weapons (the whole system including the random pickups etc.) feels unfair,
if you play the weapons in isolation. Stated otherwise, how to adopt the
player to a non-linear gameplay (i.e. considering the global state and the
action of the NPCs) if (s)he starts out from linear (i.e. just shooting the
one in front)? Making the game easier doesn't work because it's just a scaling.

What I could imagine is making the pickups not so much random, i.e. making
them somewhat dependent on the current state/weapons of the one in front and
behind of you. So for example, say the one from behind of you has rockets
loaded and the one in front a bomb. Now while running over the next item pad
you may now likely get either a bomb, too, to defend the possible rockets
coming from behind, or get a machine gun to defend the bomb coming straight
into your face from the one in front of you. Hence, the weapon pickups will
adopt to the current state on the track giving you a weapon which can be
better utilized with respect to what happens around you making it feel less
unfair because you get what's needed for the situation at hand.

But now the system becomes a little bit biased. For, you can keep holding a
weapon with you now intentionally influencing the pickups of the one in front
and behind of you. This may becomes unfair. For, guess you're holding rockets
and the one in front of you gets some mines or a bomb to defend your rockets.
But what if the one in front of you wants to have rockets, too, to be able to
catch the one in front of him/her and not to defend your possible incoming
rockets? Hence, with you holding rockets, you are able to influence/bias the
pickups of others. Can be good or bad. Hmm, I think such a gameplay needs to
be tested a lot to not run into some emergent behavior leading to abusing the
system.
 

kiguel182

Member
Hi everyone!

I haven't been super active here but I have some updates. Since the last time I posted (like five or more months ago) college kinda took over my life for a bit so the game got pushed aside. After that was over I focused on polishing up the, still called, prototype and I added some new levels and some menus.

Here's a gif to break the text:

LXxQBCu.gif


Anyway, I also joined up with some friends to offload some of the work and to help me with art related stuff and organisation. We even have a cool logo now!

For those who don't know (or remember) my game is kinda of a puzzle thing that requires precise execution where you change directions with the space key and try to get to the end of the level. Pretty simple stuff. There's also an optional objective on each level. To get full completion you also need to catch the gold thingy while finishing it.

I have two new versions of the prototype (this is the important bit) one where there's an indication on the ball of what the next direction is (you can only change from horizontal to vertical movement) and one without those indications. If you have the time it would be great if you could test both to see if this is needed/helpful/good. There's a level selector and you can jump around to test stuff since everything is unlocked.

With indication

Without indication

Every kind of feedback besides the one I talked about is welcomed. If there's a bad level or some dumb bug I would love to know!

Anyway, thanks to anyone who can help and give some feedback. Hopefully I can invest more time into this and get it out this year still!

And, as a last update, here's the (almost) final art for one of the early levels:

I'm sorry for bumping this but I'm afraid this is going to get stuck in the last page and I could really use some feedback!
 

Pehesse

Member
I'm sorry for bumping this but I'm afraid this is going to get stuck in the last page and I could really use some feedback!

I tried both, and I definitely like the version with the indicator better! It's very possible to play without it (I tried this one first), but it lacks input feedback other than the ball changing direction. The version with indications feels more reactive, even if it's only the addition of the arrow, and just that would be enough to justify its presence IMHO - the fact that it helps with the later, more complex levels is gravy :-D

So even if you're going for a more challenging game (in fact, I believe you should, the first levels are *really* easy and could turn off a player fast if they don't see the potential of your mechanics: in essence, I'd introduce the bumping arrows earlier), I believe the addition of the indicator is a good move.
As to what form it could take... you could make it as it is, a simple graphical element of the ball itself, or you could go all the way into trip land and take cues from, say, Pix the Cat or the likes and have it be these huge direction marks on the ground, with the ball gaining speed with each subsequent successful input, or something... depends what aesthetic you'll be going for!
 
I can't even fathom how I would be able to pare down the inputs for my game, so it's super impressive that you were able to. Making an effort to include more players is highly admirable <3
It was a super fun exercise figuring it out, too! Been fascinated with good contextual controls in any game really (incidentally was Zelda: OOT one of the first, with its A button?). But yeah, it's definitely not something that could work for every game.
 

DemonNite

Member

Minamu

Member
Anyone here got any good resources for reading up on testing practices? I'm not sure where to look or start, my education didn't really cover this in any well-thought out manner.
 
Anyone here got any good resources for reading up on testing practices? I'm not sure where to look or start, my education didn't really cover this in any well-thought out manner.

What engine?

Edit: and also what type of game? Testing a Metroidvania has different hurdles to cross than a single level type puzzle game.

Edit2: Actually thinking about it you need to explain what you mean by testing. Testing code... level design..... inventory or UI systems?
It's kinda a different type of thought process for every type of game depending on how you've made it to begin with. Every time I've tested something, it has usually been something that isn't working due to something that I've neglected to think about. Like the raycasting from the player not having a layermask that excludes a trigger collider. It's hard to have any set in stone way of testing a game because the permutations of possible problems are almost infinite and it's completely based on the type of game you are making.
 

Minamu

Member
What engine?

Edit: and also what type of game? Testing a Metroidvania has different hurdles to cross than a single level type puzzle game.

Edit2: Actually thinking about it you need to explain what you mean by testing. Testing code... level design..... inventory or UI systems?
It's kinda a different type of thought process for every type of game depending on how you've made it to begin with. Every time I've tested something, it has usually been something that isn't working due to something that I've neglected to think about. Like the raycasting from the player not having a layermask that excludes a trigger collider. It's hard to have any set in stone way of testing a game because the permutations of possible problems are almost infinite and it's completely based on the type of game you are making.
That's true. It's for a QA position, so I assume it would be all kinds of testing and areas, but perhaps not the code itself. But that'd be interesting for personal reasons as well. Likely gameplay related testing, perhaps for some larger third person action title, unknown variable at this time. Engine and genre is unknown too, tbh. Everything is interesting at this point :)
 
Anyone know what the rules are regarding using real world cities/locations in fiction? I really want to set an upcoming game in Grand Rapids, Michigan, and while I know directly copying private homes and businesses isn't ok, I'm curious what the actual rules/restrictions are. Games like GTA5 and Watch Dogs 2 have pretty darn accurate representations of their cities (with Watch Dogs 1 and 2 actually referring to them by name).

Has anyone ever looked into something like this?
 
Anyone here used mecanim with 3D models? I have a character with a running forward and a running right animation.

When I mirror it to run left it doesn't look quite right when blending between two points in the blend tree. He does an awkward sort of hop for the mirrored animation while it's fine for the original one.

I tried tinkering with the settings in the animation import window but it didn't help.
 

Timeaisis

Member
To those who have released on steam, did you set up a separate "developer entity" steam account (i.e. "John Smith Games" or whatever) or did you just submit through your regular 'ol steam account? Most importantly for branding or anonymity or whatever.

The reason I ask is because apparently you need to have a non-limited steam account, which means you need to have bought something. And I don't want to spend the $100 submission fee on an account that is basically just a throwaway so my regular account isn't attached unless I absolutely have to.

I've only ever submitted games through a pre-made entity that I'd already been added to, never as a singular dev, so I'm wondering what the best course of action is for submission here.
 
To those who have released on steam, did you set up a separate "developer entity" steam account (i.e. "John Smith Games" or whatever) or did you just submit through your regular 'ol steam account? Most importantly for branding or anonymity or whatever.

The reason I ask is because apparently you need to have a non-limited steam account, which means you need to have bought something. And I don't want to spend the $100 submission fee on an account that is basically just a throwaway so my regular account isn't attached unless I absolutely have to.

I've only ever submitted games through a pre-made entity that I'd already been added to, never as a singular dev, so I'm wondering what the best course of action is for submission here.

I made a Steam account for my company. I must have done this before the non-limited requirement because my m07games Steam Account doesn't own any games.
 

LordRaptor

Member
The reason I ask is because apparently you need to have a non-limited steam account, which means you need to have bought something. And I don't want to spend the $100 submission fee on an account that is basically just a throwaway so my regular account isn't attached unless I absolutely have to.

Surely the greenlight fee itself is a purchase that makes it 'non-limited'?
 
The reason I ask is because apparently you need to have a non-limited steam account, which means you need to have bought something. And I don't want to spend the $100 submission fee on an account that is basically just a throwaway so my regular account isn't attached unless I absolutely have to.

Purchasing gifts will also remove the account limit, as long as it's greater than $5. You could always buy a gift copy of a game you want on your company account, and then send it to your main account for redemption.

As far as I know, there's no public-facing way to tell the gift was sent from your company account, if you're worried about "linking" the accounts (i.e. someone being able to tell that your main account is affiliated with your company account).

Surely the greenlight fee itself is a purchase that makes it 'non-limited'?
I'm not sure about that. The support page doesn't mention it, and, in fact, says it has to be a "store purchase". It might work, but I still think buying a gift copy of a game you were going to buy anyway is probably the easiest way.
 

Timeaisis

Member
Thanks, all. I think I'll just gift myself something to remove the restriction. I swear it wasn't this complicated last time I did this lol.
 

asa

Member
Last week we worked on lighting "system" that would be cheap enough to render on variety of platforms we plan to release the game. Used some shader magic and additive layers to achieve the effect, I think it turned out pretty good :)
Gif shows a bit more of the game mechanics as well.
giphy.gif
 
Anyone here used mecanim with 3D models? I have a character with a running forward and a running right animation.

When I mirror it to run left it doesn't look quite right when blending between two points in the blend tree. He does an awkward sort of hop for the mirrored animation while it's fine for the original one.

I tried tinkering with the settings in the animation import window but it didn't help.

I made a Youtube video detailing the problem.

https://www.youtube.com/watch?v=011JHcI2aOY
 

Noogy

Member
To those who have released on steam, did you set up a separate "developer entity" steam account (i.e. "John Smith Games" or whatever) or did you just submit through your regular 'ol steam account? Most importantly for branding or anonymity or whatever.

I created a separate dev account, however I can't remember if it was absolutely necessary.
 

Feep

Banned
I do not have a separate developer account. Never seemed to cause any issues.

I made a Youtube video detailing the problem.

https://www.youtube.com/watch?v=011JHcI2aOY
This is just a guess, but by mirroring the animation, you didn't just make him *lean* the other way, you made the cycle fully reversed; i.e., the animation is now beginning with the opposite foot in front, and is off sync with every footfall (left to right, right to left). Blending these two disparate cycles is causing the jumping.

You'll need to make an original lean animation with the same foot timing, unfortunately. (Probably.)
 
I do not have a separate developer account. Never seemed to cause any issues.


This is just a guess, but by mirroring the animation, you didn't just make him *lean* the other way, you made the cycle fully reversed; i.e., the animation is now beginning with the opposite foot in front, and is off sync with every footfall (left to right, right to left). Blending these two disparate cycles is causing the jumping.

You'll need to make an original lean animation with the same foot timing, unfortunately. (Probably.)

If we have to remake the animations for the left side, I don't understand what the point of the mirror function is?
 

LordRaptor

Member
In Unitys animation import, you can set specific timings for animations, and it will help you with a green indicator at points where the animation can loop smoothly - if you split the animation (probably best to make a sub-FSM to do this) into, say, idle, idle into lean, lean, lean into idle where idle is a neutral state that other animations can come from, then mirroring will work because you can transition from idle into either lean left or left right.

You might also want to look into anim masking - you can 'mask' individual bones so that they are unaffected by the rest of the animation; if your only issue is with the feet, you can mask out the lower body in your lean animation so it will only transition the anim states of the top half of the body - this would let you have your lower leg animations effectively running independently of the top half. This is mostly used for things like... I dunno, having a weapon out versus having a weapon holstered, but not having to do multiple run / walk / crouch anims where the only difference is if the hands are holding something or not.
 
In Unitys animation import, you can set specific timings for animations, and it will help you with a green indicator at points where the animation can loop smoothly - if you split the animation (probably best to make a sub-FSM to do this) into, say, idle, idle into lean, lean, lean into idle where idle is a neutral state that other animations can come from, then mirroring will work because you can transition from idle into either lean left or left right.

You might also want to look into anim masking - you can 'mask' individual bones so that they are unaffected by the rest of the animation; if your only issue is with the feet, you can mask out the lower body in your lean animation so it will only transition the anim states of the top half of the body - this would let you have your lower leg animations effectively running independently of the top half. This is mostly used for things like... I dunno, having a weapon out versus having a weapon holstered, but not having to do multiple run / walk / crouch anims where the only difference is if the hands are holding something or not.

But how is having the lower legs be separately masked help in the wrong timing?

Here's an image of the settings for the left lean run, identical with the right lean run.


I've come up with a theory as to why legs are behaving this way, dunno if it's correct. The transforms for the leg joints for left and right bones are pointing in different directions. Not sure if it is causing the legs to behave this way.
 

LordRaptor

Member
Does your mirrored animation play correctly in the inspector?

Masking would not help with timing, but would help with not overriding a working animation with a broken one.
 

Feep

Banned
If we have to remake the animations for the left side, I don't understand what the point of the mirror function is?
Blend trees are blending between two different animations. Forget the lean; if you have one animation that went right foot forward first, and another animation that went left foot forward first, and you mixed them together, the legs would be basically still. This isn't good.

The mirror function is useful when you have non-blended animations; i.e., you have a dodge roll to the right (maybe with some animation events on it), and now you can get a dodge roll to the left for free. But I don't think it works well in this case.

You can indeed mask the legs, if you want, but it looks like the legs are part of the lean, so it would then only make the torso/arms/head lean, as opposed to the whole body.
 

LordRaptor

Member
You can indeed mask the legs, if you want, but it looks like the legs are part of the lean, so it would then only make the torso/arms/head lean, as opposed to the whole body.

It looks like hes going full root motion for character movement too, so it would probably stop the character turning via animation too, so not an ideal solution

e:
It looks fine in the inspector.

I dunno whats going on then, sorry. Your video looks outright broken in the second animation - as in incorrectly rigged broken - rather than dodgy blending
 
It looks like hes going full root motion for character movement too, so it would probably stop the character turning via animation too, so not an ideal solution

e:


I dunno whats going on then, sorry. Your video looks outright broken in the second animation - as in incorrectly rigged broken - rather than dodgy blending

Notice it looks broken when shifting between -1 and 0. When I move it to the end completely at -1 it's correct.
 
Our animator has been working on some updated movement animations for Freja!
We looked at references of sprinters and athletes, also run cycles from games such as MGSV. This is slowed down just so it's easier to view, but I think it's a huge improvement!

OLD
DefinitiveComplicatedAbyssiniangroundhornbill.gif


NEW
AnxiousDeepHochstettersfrog.gif
 

JP_

Banned
Just FYI, some user info got leaked on tigsource: https://forums.tigsource.com/index.php?topic=58033.msg1284794#msg1284794

usernames, emails, salted passwords, but supposedly only for some users

Our animator has been working on some updated movement animations for Freja!
We looked at references of sprinters and athletes, also run cycles from games such as MGSV. This is slowed down just so it's easier to view, but I think it's a huge improvement!

OLD
DefinitiveComplicatedAbyssiniangroundhornbill.gif


NEW
AnxiousDeepHochstettersfrog.gif

Yeah new one is much better :)
 

kiguel182

Member
I tried both, and I definitely like the version with the indicator better! It's very possible to play without it (I tried this one first), but it lacks input feedback other than the ball changing direction. The version with indications feels more reactive, even if it's only the addition of the arrow, and just that would be enough to justify its presence IMHO - the fact that it helps with the later, more complex levels is gravy :-D

So even if you're going for a more challenging game (in fact, I believe you should, the first levels are *really* easy and could turn off a player fast if they don't see the potential of your mechanics: in essence, I'd introduce the bumping arrows earlier), I believe the addition of the indicator is a good move.
As to what form it could take... you could make it as it is, a simple graphical element of the ball itself, or you could go all the way into trip land and take cues from, say, Pix the Cat or the likes and have it be these huge direction marks on the ground, with the ball gaining speed with each subsequent successful input, or something... depends what aesthetic you'll be going for!

Thanks for the feedback! One of the things that bothers me about the arrows is that they seem to be indicating the next move and I don't want them to add confusion in that regard. I want the game to tend more to the chill side than the trippy one but I like that idea of the indication being outside the ball and part of the environment.

Regarding the difficulty, that's kind of a dilemma I have. Part of the reason there's so much simple levels is that I intended to make the game a bit boring at first to then open it up, simulating a journey. Of course I don't want it to be too boring so that the player doesn't get to the part where stuff does open up and start happening. I think the start could use maybe a level be cut off. Each time a mechanic is introduced the idea is that you go into a different area so the starting area needs time to at least establish a mood (the prototype of course kills every possible mood!). But I agree that the start might be a little too slow and I'm not getting the balance right.

The feedback I've gotten on the arrows has also been mixed so far but your text was the best one so far and it really helped!

Also, a brief update. I went to change the last level and discovered that you didn't need to use the right side of it to finish it so I had to redesign it. It didn't took me long but finding your level doesn't work is never a good moment! Here are some before and after pics.

Before:

After:
 

Loginius

Member
The KickStarter campaign for Light Fairytale is live!]

Congrats! Visuals and music look and sound great, I really have to try that demo. Best of luck with the kickstarter!

Our animator has been working on some updated movement animations for Freja!
We looked at references of sprinters and athletes, also run cycles from games such as MGSV. This is slowed down just so it's easier to view, but I think it's a huge improvement!

Way better, great job! Could you share what it looks like when its not slowed down?Im interested in seeing the actual speed.


I finished another character for our game today:
We set it up in a way that she can take of the cap:
Feel free to C&C (I think this one is a little less controversial than the last one but I would still like to hear your honest opinions).

I still need to redo the rig for our mc but after that I think Im going to shift focus to environment art for now. Cant stand looking at the greybox placeholders any longer.
 

Pehesse

Member
Also, a brief update. I went to change the last level and discovered that you didn't need to use the right side of it to finish it so I had to redesign it. It didn't took me long but finding your level doesn't work is never a good moment!

That's just my take on it, but I find having multiple solutions for a given puzzle, especially some that allow for player expression/a sense of cleverness to be a good thing! Think back to Portal and how they actively encouraged players to "break" puzzles and figure them out early, or differently than the obvious design. It doesn't mean the level doesn't "work" - it just means your mechanics have enough synergy to allow some level of systemic freeforming. That's something to expand upon and ideally have in *more* levels, not less, I think, but YMMV!
 
My first but hopefully not last post in this thread. I'm working on a game together with a couple of guys. It's still in the early stages, but the idea is for it to use a visual style that is very close to that seen in the Wind Waker:

OyjRuAj4UZ3gY.gif
 

missile

Member
Here is a little something from the tonemapper am currently working on;

XwKFMNP.png


iz8fesB.png


The mapper still produces high quality shades at the lowest possible luminance
levels mapped to 8-bit output levels with the help of of my new perceptual
quantizer which quantizes the levels according to human perception. The
dithering mechanism, to cover the excessive banding at low luminance levels,
is also a very special develop one. It's not random nor an ordered one. It
produces no flickering and no distorting pattern (when in motion) yet covers
(can be adjusted) the whole bands very nicely as can be seen on the ground
which only consist of three true shades (incl. black). This combination
together produced an almost banding free rendering no matter how dark the
image becomes. The dithering itself becomes imperceptible at normal resolution
and viewing distance and gradually disappears for higher luminance levels (i.e.
not much dithering needed due to the threshold vs. intensity characteristic of
the human eye at higher (background) luminance levels (Weber/Fechner law)).

The image above was modified to show the effect more clearly, i.e. it was
brightened up artificially. The maximum luminance of the original image is
about 10^-5 (mapped to RGB(4,4,4) in the 8-bit RGB output image) of a current
usable range of 6 to 7 orders of magnitude realized by imitating the
auto-exposure (gain control) of the human eye and some other stuff. The mapper
is a global one for fast execution. I want to have at least one with said
features running fast. But I will also spend some time on a local one to
better retain the relative contrast of the HDR image within the LDR image.

But first I plan to add some more perceptual adaptation effects of the eye
like modelling the adaptation speeds, acuity issues, etc. and stuff like
chromatic adaptation, loss of color sensation at scotopic levels and so on
which may make you feel more embedded into an environment. Well, will see
what comes out of it and if it works the way I think.
 
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