This looks really cool and I will doubtless play, if it ever comes out. Unfortunately I get Hytale vibes from this website. I don't understand the point of announcing such a project, not least with such an elaborate landing page, so early in development.
Project Shadowglass
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Re: Project Shadowglass
#12I had an idea a little back about using hand-drawn mipmaps (.5x, 1x, 2x, etc) scales for sprites, with some method for nearest neighbor, (e.g. with a 3x scale taking pixels from the 2x and the 4x scale). I imagined I wasn't the first to have that idea, but it was just a passing thought. I wonder if OP is doing anything like that?
Anyways, very neat.
Re: Project Shadowglass
#13Makes me think of the voxel displacement renderer ( https://blog.danielschroeder.me/blog/voxel-displacement-mode... ) from a year ago. I had an idea a little back about using hand-drawn mipmaps (.5x, 1x, 2x, etc) scales for sprites, with some method for nearest neighbor, (e.g. with a 3x scale taking pixels from the 2x and the 4x scale). I imagined I wasn't the first to have that idea, but it was just a passing though…
Re: Project Shadowglass
#14Re: Project Shadowglass
#15What’s the difference between this and voxels?
Voxels is quite different: the world is made of cubes of 1 size or various size cubes (any texturing method can apply here, or without, some even use gradient shaders on the cubes).
So you get that pixel art vibe, mapped into the 3D world with smooth movements. The 3D window isn't made of stairs.
In this case, this is done "properly". Because some developers just use normal geometry, normal texturing with bilinear filtering, and slap a post processing shader on the camera view, which makes the view "blocky" without the world actually being blocky - which is cheap, and typically looks cheap.
Re: Project Shadowglass
#16Makes me think of the voxel displacement renderer ( https://blog.danielschroeder.me/blog/voxel-displacement-mode... ) from a year ago. I had an idea a little back about using hand-drawn mipmaps (.5x, 1x, 2x, etc) scales for sprites, with some method for nearest neighbor, (e.g. with a 3x scale taking pixels from the 2x and the 4x scale). I imagined I wasn't the first to have that idea, but it was just a passing though…
That mipmaps thing is an interesting idea!
If you go frame by frame, the texture becomes more detailed, about 8x as many pixels. It looks like a normal LOD switch as the camera gets close to the wall. It might be a texture without enough in-between scales.
Re: Project Shadowglass
#17This looks really cool and I will doubtless play, if it ever comes out. Unfortunately I get Hytale vibes from this website. I don't understand the point of announcing such a project, not least with such an elaborate landing page, so early in development.
Re: Project Shadowglass
#18I believe the concept for this project is an AI-generated pixel art GIF that went very viral on X a few months ago: https://x.com/de5imulate/status/1947024682118488116 I am not sure this project is capturing the strangely compelling sense of scale shown in that GIF, but it's nice to see someone taking a shot at it.
Re: Project Shadowglass
#19I appreciate the work but as someone who grew up playing these games and quake and blood and all those novalogic titles, it was never about the graphics. They were just fun. In a sense the pastiche nostalgia reminds me of the 80s retro boom. It is way over the top to the degree that nothing back then looked or sounded like that. It was more low key and subdued.
I think what's getting people interested in this project is the sense of wonder they get from the visuals. Who knows if they can deliver, but there's something about how this looks that gives me a sense of wonder.
Re: Project Shadowglass
#20I believe the concept for this project is an AI-generated pixel art GIF that went very viral on X a few months ago: https://x.com/de5imulate/status/1947024682118488116 I am not sure this project is capturing the strangely compelling sense of scale shown in that GIF, but it's nice to see someone taking a shot at it.