In this talk Oskar will be discussing the procedural techniques, technical challenges and artistic reasoning behind the look of Bad North.
Пікірлер: 8
@craigza5 жыл бұрын
"Looks cute but is quite hard" - I know this feedback all too well, great talk! Very informative, thanks for sharing! :D
@TitusReviews3 жыл бұрын
This talk was great
@sgregory07533 жыл бұрын
Amazing, I always wondered how to game generated the islands
@DebrisHauler2 жыл бұрын
Also Oskar, would love to hear a bit more about how your shader samples that 3D Ambient Occlusion texture. How does it interpolate between nearby samples?
@sanmaro913 жыл бұрын
You made great game.
@Tamdev94 жыл бұрын
Thank for sharing :D
@DebrisHauler2 жыл бұрын
Around 20:15... Does anybody know how the AO probe tree shape is created? That tree shape looks so complicated. Isn't it far more practical and just as effective to design simpler branching structure that overlaps itself the further out it branches?
@w0mblemania3 жыл бұрын
Swedish guy speaks better English than most English... Ridiculously overqualified. Very jelly.