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I just made Belly Jeans! It's a game where you deduce the titles of 56 silly paintings. Play it in your browser or on your phone: dgant.itch.io/belly-jeans
Dan Gant (Games & Unreal VFX)
@dgant.bsky.social
make stuff or plotz
104 followers216 following166 posts
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I just made Belly Jeans! It's a game where you deduce the titles of 56 silly paintings. Play it in your browser or on your phone: dgant.itch.io/belly-jeans
Okay now my wife is hooked on making spoonerisms and she came up with this brilliant one. Can you guess what's in the blanks? They have two phrases that are almost identical with the beginnings swapped. --- --- / --- --
I just made Belly Jeans! It's a game where you deduce the titles of 56 silly paintings. Play it in your browser or on your phone: dgant.itch.io/belly-jeans
I'm still touched and blown away by the reception to Belly Jeans so far. 3,500 people have played it 1,720 people have finished the tutorial puzzle 297 people have finished all 7 rooms 110 people have wishlisted the full game on Steam! store.steampowered.com/app/4913660/...
I just made Belly Jeans! It's a game where you deduce the titles of 56 silly paintings. Play it in your browser or on your phone: dgant.itch.io/belly-jeans
Dan Gant (Games & Unreal VFX) reposted
Get all my Unreal Engine shaders 30% off this week: www.fab.com/sellers/Dani...
I just released Enhanced Chromatic Aberration for Unreal Engine! Get high quality multisampling camera lens refraction inside the engine. Achieve filmic style with smooth blending and a full spectrum of colors:
Dan Gant (Games & Unreal VFX) reposted
Crashowary, my entry for this years #Megajam is now live on itch! Its a Crash-Like, but you are a Cassowary! Using some of the latest #UnrealEngine tech, Nanite Foliage, Megalights etc. Go give it a try! dylserx.itch.io/crashowary #GameDev #Houdini
Get Enhanced Chromatic Aberration now on Fab! www.fab.com/listings/885...
Dan Gant (Games & Unreal VFX) reposted
You can get CHROMIA exotic color grading now on Fab: www.fab.com/listings/520... @unrealengine.bsky.social
Here's the much-cheaper way to fade a shadow for these raymarched materials: Dithered shadows! They're not especially convincing but let you skip raymarching in the shadow pass entirely.
Raymarching updates: I used Inigo Quilez's blog (link below) to rewrite the raymarched material using fractal SDF noise. Now I'm trying to make it play nicely with Unreal's lighting. This is using shadow maps, with automatic cache invalidation enabled:
Raymarching updates: I used Inigo Quilez's blog (link below) to rewrite the raymarched material using fractal SDF noise. Now I'm trying to make it play nicely with Unreal's lighting. This is using shadow maps, with automatic cache invalidation enabled:
Raymarching improvements: - Take big steps until we cross the noise threshold - Binary search smaller steps to approach the exact threshold - Estimate normal via finite difference
I'm still laughing about how terrible a word "octave" is. I'm dealing with noise functions, which deal with frequency in SPACE rather than TIME, as with music. So here we are in the space domain stuck with this nomenclature that doesn't even make sense in the time domain lol
An "octave" is a 2:1 frequency ratio, named after the 8 notes it contains after crossing 7 diatonic notes arbitrarily chosen from the 12 tone equal-tempered scale. Worst name ever.
I REGRET MY CHOICE OF DEBUG COLORS i think i'm gonna hurl very grateful the moon is not actually made of cheese
Froze time so I could take a closer look at the raymarched material. There's definitely a bug in my raymarching because the density changes when I pan up or down. I also need to research if there are nice & fast distance field noise functions I can use to march in fewer steps.
"Bubble tea will be a nice break from thinking about raymarching signed distance fields," I thought. The bubble tea:
Froze time so I could take a closer look at the raymarched material. There's definitely a bug in my raymarching because the density changes when I pan up or down. I also need to research if there are nice & fast distance field noise functions I can use to march in fewer steps.
Froze time so I could take a closer look at the raymarched material. There's definitely a bug in my raymarching because the density changes when I pan up or down. I also need to research if there are nice & fast distance field noise functions I can use to march in fewer steps.
Raymarching improvements: - Take big steps until we cross the noise threshold - Binary search smaller steps to approach the exact threshold - Estimate normal via finite difference
Raymarching improvements: - Take big steps until we cross the noise threshold - Binary search smaller steps to approach the exact threshold - Estimate normal via finite difference
Doing some raymarching in Unreal. We get self-shadowed lighting by using a masked material, inferring normals, and providing a pixel depth offset.