2.5D Deferred Shading Engine

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  • เผยแพร่เมื่อ 13 ต.ค. 2024

ความคิดเห็น • 18

  • @kilroy987
    @kilroy987 3 ปีที่แล้ว

    that looks excellent for only using 2D sprites.

  • @armanchahal1
    @armanchahal1 3 ปีที่แล้ว

    Your content is amazing. Please keep uploading and help us grow.

  • @edfarage570
    @edfarage570 7 ปีที่แล้ว +2

    I would also like to know if you're ever releasing this

  • @eliblessed
    @eliblessed 7 ปีที่แล้ว +6

    Any plans to release this?

  • @SirNightmareFuel
    @SirNightmareFuel 7 ปีที่แล้ว

    I'm very impressed.

  • @melficexd
    @melficexd 8 ปีที่แล้ว

    So long i saw z-prites for the last time XD Nice :)

  • @jonwisner5364
    @jonwisner5364 8 ปีที่แล้ว

    Looks amazing !

  • @300SonsofOdin
    @300SonsofOdin 7 ปีที่แล้ว

    Master! I herby offer you the soul of my firstborn! Just let me use this engine! Pleas!

  • @illin1289
    @illin1289 6 ปีที่แล้ว

    If you'd release it I would most likely buy it.

  • @guywithknife
    @guywithknife 6 ปีที่แล้ว +1

    Really cool! I have a technical question (hopefully you see this comment...): How do you do the transparent parts of the sprites? (eg, the pixels to the left of the slanted "roof" sections) Do you simply discard the pixels in the pixel shader? That's what I'm doing in my toy renderer, but I about 20% performance because of it since it prevents early z test. Do you just take the hit (I mean, its only noticeable when rendering millions of sprites, which I'll never really do, I'm just curious if there's any way around it) or is there some clever trick i'm missing?

    • @vincentpol
      @vincentpol 4 ปีที่แล้ว

      Every time I see this technique I'm curious about how they solved this exact part. There's always a question in the comments, never an answer :(
      I honestly have no idea for a solution. I'd wager you simply don't. None of the videos using this technique I've ever seen are pixel clear. I'm guessing the compression and/or upscaling of the videos hide the fact that there's probably a bunch of jaggies everywhere.

  • @JoeMultimedia
    @JoeMultimedia 8 ปีที่แล้ว

    Amazing!

  • @DjKvaso
    @DjKvaso 8 ปีที่แล้ว

    Wonderful!

  • @UTube2K6
    @UTube2K6 8 ปีที่แล้ว

    really nice !

  • @Kvazar222
    @Kvazar222 8 ปีที่แล้ว

    Epic

  • @deniskoredisko371
    @deniskoredisko371 7 ปีที่แล้ว

    And another idea: if you use depths buffer, you can recalculate isometric view to (lightweight) perspective view. First googled query "isometric to perspective shaders" - "2d - Isometric graphics with fake perspective".

    • @vincentpol
      @vincentpol 4 ปีที่แล้ว

      Wouldn't you get stretched/squashed pixels?