Loads of bug fixes, level design tweaks, and new features.
I am in the middle of a major graphics engine upgrade. This whole time I’ve been using fake HDR. Basically I divide every color by 2 when storing it in a texture, then multiply it by 2 whenever I read it from the texture. It works but you end up with lower color fidelity.
Now everything is done in full 64-bit floating point textures. Here’s an exaggerated before/after shot so you can see the difference. Notice the color banding on the left.
I was also skipping a few major steps of the usual recipe for bloom, namely downsampling and later resampling with a linear filter. The new bloom effect is much prettier. Here it is in action, along with some crazy geometry bugs I encountered while optimizing the vertex buffer code:
Lastly, I’m experimenting with a new effect for the slow-motion predictive block system:
That’s it for this week. Thanks for reading!
Latest tweets from @et1337
@IndieCade Great! Thanks for the heads up.
7hours 17mins ago
@IndieCade Okay, just making sure I wasn't going crazy. Thanks!
12hours 30mins ago
12hours 49mins ago
If you're a programmer, you should read this guy's articles about working on the Witness. T.co
14hours 8mins ago
18hours 38mins ago
Retweet if you're the guy on the right. T.co
19hours 21mins ago
Antichamber - An Overnight Success, Seven Years in the Making T.co
19hours 56mins ago
Apr 22 2014, 12:45am