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I'm making a cozy and relaxing town builder called 🌳🏡Island Architect 🏡🌳! - Coastal European vibe - Sculpt terrain, including caves & sea arches - Build wonky, curved buildings Wishlist now on Steam: store.steampowered.com/app/3079100/...
Björn Ottosson - making Island Architect
@bottosson.bsky.social
Making Island Architect, a cosy town building game. Also game programming teacher and consultant. Previously 10 years at Frostbite and EA DICE. Creator of Oklab. Whishlist now! https://store.steampowered.com/app/3079100/Island_Architect
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I'm making a cozy and relaxing town builder called 🌳🏡Island Architect 🏡🌳! - Coastal European vibe - Sculpt terrain, including caves & sea arches - Build wonky, curved buildings Wishlist now on Steam: store.steampowered.com/app/3079100/...
Seeing Oklab enjoyed and used by so many is mind-boggling! I still can’t quite comprehend that I wrote a blog post that ended up as a web standard and in software everywhere. Best part is seeing so many people say they enjoy Oklab and that it is a tool they regularly use.
If you need a random color (e.g. procedurally coloring objects), you should use Oklab or Oklch color space instead of RGB or HSV. RGB may span the whole spectrum, but it does not pick fairly (leaning dark/muddy). Oklab is designed to more closely map to how we perceive color
If this looks interesting, wishlist on steam: store.steampowered.com/app/3079100/
I'm working on a stylized shader for flowing water. Here are some results combining phasor noise with advection along the flow direction. Some more details in 🧵. The code is on shadertoy: www.shadertoy.com/view/N3sGD2 #gamedev #procedural #indiegamedev #techart
The flow technique was used in Portal 2 and Left4Dead, but with a texture instead of procedural noise. I really like the added look of the noise adapting to the flow direction though, which you can't do with a texture. There are more detail in this talk: cdn.akamai.steamstatic.com/apps/valve/2...
I'm working on a stylized shader for flowing water. Here are some results combining phasor noise with advection along the flow direction. Some more details in 🧵. The code is on shadertoy: www.shadertoy.com/view/N3sGD2 #gamedev #procedural #indiegamedev #techart
Wishlist here if you are interested: store.steampowered.com/app/3079100/...
I'm making a cozy and relaxing town builder called 🌳🏡Island Architect 🏡🌳! - Coastal European vibe - Sculpt terrain, including caves & sea arches - Build wonky, curved buildings Wishlist now on Steam: store.steampowered.com/app/3079100/...
I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing. Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out: www.shadertoy.com/view/WX3fRB