Animmaniac's Recent Forum Activity

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  • In my desktop I get a significant difference depending on the size of the images, the size of the canvas, and the size of the browser window.

    My PC configuration is:

    Intel Core 2 Duo E8400 3.0 GHz

    4 GB ram

    Nvidia GeForce 9400 GT 512mb

    Win 7 32 bits

    I will try to prepare a benchmark to have quantitative data to analyze, but I already made individual tests that resulted in fps drops related to the factors that I stated above.

    Regarding setting 'point sampling' and 'letterbox scale' it works well for pixelated graphics, but for digital painting or vectors the blurriness normally looks better for upscaling than the blocky look. Then a sharpen filter can enhance the acutance in machines that support it.

    sqiddster

    Probably there will be a small drop in performance for every effect that you use. I used this trick in CC and I normally got good results.

  • Because you would need much bigger graphics to render 1:1 at 1080, and bigger graphics means worse performance.

    So I recommend designing your assets to be at maximum 720 at 1:1, and upscaling for bigger resolutions. With the sharpen trick the graphics still looks very good even upscaled.

  • It's more probable that it will look blurry, but then you can minimize the perception of blurriness by enabling a sharpen filter on the layout when the display resolution is bigger than the original.

    I wouldn't recommend going bigger than 720p for the time being, the drop of performance to 1080 is high, and you can use that extra performance to polish better your game and ensure responsive gameplay.

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  • Thank you all for the feedback. :)

    I just discovered that this shader in conjunction with particles works great for realistic fire effects, I'll post an example later.

    Great.

    When are done?

    thankshe shader functionality is all setup and working, what I have to do now is review the parameters names and give them meaningful descriptions, then make a proper example.

    What I can promise is that it will be done when it's done, luckily it will not take much longer.

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  • I made a shader to simulate metaballs using an alpha threshold. I still need to polish some things then I'll release it to the community.

    Here's an example of what can be done with it:

    Metaballs Shader Example

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Animmaniac

Member since 18 Mar, 2010

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