Dustyroom 🇺🇦
382 posts

Dustyroom 🇺🇦
@_dstrm
Micro game dev studio from Ukraine. Music and art by @polygrim. https://t.co/WdnQZ162Js
เข้าร่วม Mart 2012
101 กำลังติดตาม2.3K ผู้ติดตาม

@danbronsema Hi! We've experimented with different approaches to noise and the only one that worked well is changing lines based on 3D noise applied in world space. Any 2D noise is visibly 2D once the camera starts moving.
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@_dstrm Hey Dusty, love this asset pack. Been using it for a few days and was wondering if there's a way to add some 'noise' or slight distortion to the outline/lines to give it a more hand drawn feel?
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@alkofesic Thank you! If you have ideas for new levels, let us know 💡
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Loved playing Empty by @_dstrm, a dev team based in Ukraine ❤️
Nice relaxing puzzles and no ads... only wish there were more 😊
Well worth a donation 😊

Florida, USA 🇺🇸 English

Our ChatGPT plugin is now open. Write prompt -> get script directly in Unity.
assetstore.unity.com/packages/tools…
#gamedev #madewithunity

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@KitMacAllister Thanks! The Object ID and Line Map are rendered into off-screen textures by swapping shaders of each mesh renderer. The other stages are full-screen effects with different maps as input. Unity's own URP samples for multi-pass effects are broken, I had to read their code a lot...
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A breakdown of how our line rendering works.
Let me know if this is useful for your game, we're looking for a cool project!🎮🎨 Any suggestions welcome.
#gamedev #indiedev #unity3d #madewithunity
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@K0pter I guess the problem is that the lines have zero width, so infinite nyquist frequency. Aliasing does become less noticeable on higher resolutions though, this technique kind of supports that.
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@keaukraine Yeah, it's TAA with some techniques specific to line texture. Knowing the texture's properties gives way better results.
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