by Indecom » Wed Apr 03, 2019 5:34 pm
@graf: For this effect to work the normal would just be normalize(camera.xy - object.xy). Forgo the z axis since things only rotate around the z axis, reducing the amount of work you'd need to do and keeping the effect from breaking when the player for instance increases in height compared to the sprite in question. This also wouldn't need to be an always on effect, in the shader you could switch between the old method and the new based on whether or not the right kind of material is defined.
I know that this is a fairly old topic but one of the things that bothers me about the subject is when someone says we shouldn't enable this feature because we don't think you can make something look good with it. On that note I'd like to share this image from the game Prodeus, which features 2d enemy sprites with full PBR materials in a 3d environment:
https://twitter.com/i/status/1111685313372524545
Being a difficult feature to add is a far better reason than to just say we don't trust you to make this look good so we shouldn't allow it in the first place. The effect works, and it works really well when you know how to use it, and as a general rule people who can create pbr materials are the kind of people who would know how to.
I would personally like to see this feature added. I've been able to fake it for first person weaponry by just creating a simple plane model as an md3 and adding the requisite textures to it and it looks amazing:
https://gyazo.com/ddf8064518ed0778c880fe69c06da3cd
Again, I'm sorry for resurrecting an old post, but I think that this feature would help thrust this engine into the future and help contribute to the curation of some amazing content.
Also I'm sorry if I sound like I'm blowing hot air, I don't know what goes into programming the graphics of GZD, but I am a shader programmer and game developer so I do know some things, like the merit of adding new features just for the hell of it. Lol
@graf: For this effect to work the normal would just be normalize(camera.xy - object.xy). Forgo the z axis since things only rotate around the z axis, reducing the amount of work you'd need to do and keeping the effect from breaking when the player for instance increases in height compared to the sprite in question. This also wouldn't need to be an always on effect, in the shader you could switch between the old method and the new based on whether or not the right kind of material is defined.
I know that this is a fairly old topic but one of the things that bothers me about the subject is when someone says we shouldn't enable this feature because we don't think you can make something look good with it. On that note I'd like to share this image from the game Prodeus, which features 2d enemy sprites with full PBR materials in a 3d environment:
[url]https://twitter.com/i/status/1111685313372524545[/url]
Being a difficult feature to add is a far better reason than to just say we don't trust you to make this look good so we shouldn't allow it in the first place. The effect works, and it works really well when you know how to use it, and as a general rule people who can create pbr materials are the kind of people who would know how to.
I would personally like to see this feature added. I've been able to fake it for first person weaponry by just creating a simple plane model as an md3 and adding the requisite textures to it and it looks amazing:
[url]https://gyazo.com/ddf8064518ed0778c880fe69c06da3cd[/url]
Again, I'm sorry for resurrecting an old post, but I think that this feature would help thrust this engine into the future and help contribute to the curation of some amazing content.
Also I'm sorry if I sound like I'm blowing hot air, I don't know what goes into programming the graphics of GZD, but I am a shader programmer and game developer so I do know some things, like the merit of adding new features just for the hell of it. Lol