//=time() ?>
short tech thread on how we're handling level generation on Dead Static Drive -
Dead Static Drive - art by Chloe Walsh (@Scoutrager)
@deadstaticdrive
examples for how scale affects the output or e.g. if you had texture mip settings for a PC game
A, B - you'll get better corners at higher resolutions (128 SDF vs 128 bw mask)
C, D - and it's still functional at lower res, but shapes start to break down (still an improvement!)