Oskar Stålbergさんのプロフィール画像

Oskar Stålbergさんのイラストまとめ


Gamedev. Made @BadNorthGame and Townscaper. Both available on most platforms. Go buy em!
oskarstalberg.com

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I regret to inform you that I've relapsed into procedural island generation

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With his kind of approach you can align decal features to the terrain. Here, I'm drawing strokes either along or across the slope. This kinda thing would be really hard to achieve with a standard tiling textures approach.

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The props now animate when they appear and disappear. This was much trickier than I anticipated.

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The animation is done through vertex shader flapping and smooth mesh swapping. The flap time is offset by vertical position, which makes them differ from each other and flap faster when going up. This thread by was very helpful: https://t.co/fbT9Rdx3KR

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I only update one or two boids per frame, and then bezier lerp them along. I was afraid this might cause oscillations, but if it does I'm not sure its even bad.

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For doors and windows, I use som stencil buffer shenanigans to punch holes in the zbuffer. I admit it was a bit fiddly to figure out.

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It is finally time to start working out a style for this project. Here, I'm trying a technique where every other texture pixel becomes a pixel perfect antialiased line. Seems to work well for bricks, tiles and planks. Plus you can have tiny textures and varied density, no problem

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A peek at the wires. All features are packed to an atlas. Projections are rotated to minimize bounding boxes. Pixel density varies greatly by need (but distance field shading keeps everything crisp). Unity's sprite mesh generation is hijacked to reduce overdraw of larger features

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Schematic view of generated islands from

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Squiggly distance fields on mirrored UVs for fast and easy UI decorations. Distance field cutoff can be tweaked separately for borders and center. All one texture, just flipped around a bit.

At the start of making , UI decoration was a pain, it is now a delight.

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