a_world_of_madness

joined 1 year ago

There is an interesting GDC talk on YouTube about how they managed to implement pathfinding for the NPCs on the rough terrain of the game.

[–] a_world_of_madness@beehaw.org 2 points 1 year ago (1 children)

Also, being a beginner and having to fight against your tools is a great way to lose motivation when you aren't really spending time doing actual game development.

Nice, I work mainly in Eevee for game assets so I have to add the geometry manually. I wish they added more real-time rendering features from game engines (like parallax mapping), would make previewing much easier. The new realtime compositor is almost good enough for protyping post-process shaders in blender but they still don't support render passes unfortunately.

One Hour One Life seems to be a relatively popular one.

[–] a_world_of_madness@beehaw.org 3 points 1 year ago* (last edited 1 year ago) (2 children)

Isn’t colour data a vector of the r g and b?

Yeah and since it's basically a grayscale image with identical RGB values, the normal map ends up representing some weird surface with the normals being on a single line between (0,0,0) and (1,1,1). I guess the bump node finds the slope of the grayscale instead.

I think in Eevee the Displacement node does the same thing behind the scenes, so having both displacement and Bump + Normal Map deriving from the same height data will probably double the effect.

[–] a_world_of_madness@beehaw.org 3 points 1 year ago (4 children)

Looks great, but doesn't the Normal Map node expect the input to be a tangent space vec3? Right now it's just a single float value.

Funny coincidence, just saw a video about crocheting hyperbolic surfaces and how crocheting and topology are connected.