aeva

@aeva@mastodon.gamedev.place

I'm a just a small town AAA graphics programmer in Chicago. I worked on Gears 5, Gears Tactics, and other games. My work is secret, but my personal projects are not.

I like to post about my numerous personal projects, and I like to think out loud a lot. Expect weird humor, esoteric ramblings, odd thoughts, my home made synthesizer visual programming language, sculptures, digital painting, and lowfi 3D.

Fervently anti-ai. Chronic pain enthusiast. 🏳️‍⚧️

Curses are blessings with caveats.

pronouns
she/her
chicago
bada bing bada toot baby

Replying to @aeva@mastodon.gamedev.place

okie I like this version a lot more (click the link to see it)

zone.dog/games/firmament7/

this version has the clouds draw twice fading in and out in opposite phases. the clouds that are in the invisible phase are re-sorted, thus the system is able to make gentle intermittent corrections to the draw order without being super obvious. I'm using stochastic transparency to do the blending because it turns out using alpha transparency makes the math much harder to get right.

EDIT: nvidia fixed!

A rendering of a cloudy sky.  I tried to get a screenshot of the fade transition, but it's hard to tell from the thumbnail if I nailed it or not.  If I did what you'd see is two partially overlapping clouds with individual pixels randomly discarded to do a stochastic blend between them.  However, I don't think I caught it in the act, and it's only really obvious when there's a dark patch and a light patch overlapping.
ALT

I'm considering working around this by drawing every sprite twice so I can change their order intermittently and then blend out the old sorting position, but I'm wondering if anyone has any better ideas for how to handle the ordering problem without introducing popping?

I'm keeping this strictly limited to forward rendering without any render targets or other newfangled rendering features so keep that in mind.

Replying to @aeva@mastodon.gamedev.place

i was thinking something like this for the moon passing behind clouds:

basically, have the moon drawn with an alpha masked texture after the atmosphere gradient but before the clouds. when the clouds draw, use the angle between the moon ray and the view ray to blend a different texture onto the cloud texture to add scattering and a halo or something weird like an iris

mastodon.gamedev.place/@aeva/1

A digital painting made in Krita.  There is a silhouette of a cat looming over the viewer with bright glowing eyes reminiscent of the moon piercing through clouds.  Directly above the cat is the moon piercing through the clouds, with a big radiant halo.  The cat's body is dissolving into or coalescing from dark mist.  Eerie purple buildings gather around the periphery.Gamedev Mastodonaeva (@aeva@mastodon.gamedev.place)Attached: 1 image I painted a legally distinct collectable monster to volunteer to a legally distinct collectable monster collecting card game that a colleague of my sister is making. #krita #mastoart

Replying to @aeva@mastodon.gamedev.place

i had a bunch of cool ideas last night and upon waking up this morning for how to add celestial bodies to this (the moon should back light the clouds in cool ways, if i use a celestial sphere to determine the positions of the sun and moon and fixed stars, then i can animate time moving away too fast in a cool way, and also i should put some refraction on them when they're near the horizon) but i've gotta go to work in a few shakes, and i've got a commitment tonight, so probably not today

Replying to @aeva@mastodon.gamedev.place

ok the PowerVR issue might be fixed now? so, if you tried this before on a phone or a tablet and you got a black screen, please try again and tell me how it goes :O mastodon.gamedev.place/@aeva/1

aeva@aeva@mastodon.gamedev.place

okie I like this version a lot more (click the link to see it)

zone.dog/games/firmament7/

this version has the clouds draw twice fading in and out in opposite phases. the clouds that are in the invisible phase are re-sorted, thus the system is able to make gentle intermittent corrections to the draw order without being super obvious. I'm using stochastic transparency to do the blending because it turns out using alpha transparency makes the math much harder to get right.

EDIT: nvidia fixed!