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A potentially more fun-filled alternative based on an ammonite or nautilus shell…
Some steps of watercolour shader. Left: things rendered as BG. Right: FG. Fx apply differently to each before they get merged. 1st row is used for noise sampling while respecting 3D space so things don't get jittery in motion. 2nd is colour only. 3rd shadows/highlights. #gamedev
Looking at refs and working out more stuff in watercolour shader… Biggest issue IMO has been that it's failed to replicate the more subdued hues of it, but this _is_ also supposed to be an evening scene, so I tried to look at some darker paintings. How am I doing? 😰 #gamedev
Finally fixed up the transparency of the Karhu logo.
https://t.co/JQIkwyxVmM
https://t.co/H5ph726y7A
https://t.co/hllh2TrKGj
https://t.co/b6lIYSjyK2
YASS. After spending roughly a month on and off rewriting the ECS that defines how my game world is represented in memory at runtime and rewriting the serialisation that deals with its representation on disk, I finally have my engine back, looking like it did before! #gamedev
#conceptart for a scene in #Vatnsmyrkr by me and @thedjuske. Now you know the fate of that train… #indiedev #gamedev