Imagine watching Facebook do the metaverse and rename themselves to Meta, Musk renaming Twitter to X, and Microsoft renaming Office to 365 Copilot (it apparently skips leap year days) and thinking these people aren't the most clueless chucklefucks who ever walked the earth
the steam/itch sales end monday so if you wanted to pick up the gayest SMB3-like with fox girls better do it soon
our other games are also on sale: turnbased body snatching roguelike midboss ($5), kitsune tails' prequel kitsune zero ($2.50), and cute block pushing puzzler ultra hat dimension ($1.64)
so the plan is to render the back view from the camera at very high fov, then spherize it to create a faux matcap or a cheap ass spherical environment map
then i can reflect the ray from the camera to each fragment in view space, and use the reflection direction to sample my environment matcap
this obviously won't be accurate and i'll need to fade out based on probably depth and angle but will it be convincing *enough*? no idea, but i'm excited to find out! :D
ok i got one to work and in the process of getting rid of unnecessarily expensive math operations (atan2 and asin) i accidentally seem to have come up with an almost exact replica of asin for the range 0 to 1 >_>
there's also this one which uses `x*rsqrt(x)` instead of `sqrt(x)` which i'm told can be faster but idk i can't find any good evidence for it and this is literally the first time i've even heard of rsqrt
float fasterApproxAsin(float x) { // c is from circle ease formula sqrt(1-x*x) float invxx = 1.0 - x * x; float s = invxx * rsqrt(invxx); float c = 1.0 - s; return lerp(x, PI/2, c * c); }
i've written the transparency accumulation/reveal render pass for the weighted blended order independent transparency and now it seems to be working! \:D/
now i just gotta fix everything that's broken >_> like the 3d cursor, the block breaking overlay, drop sprites, and inventory icons
but it's working! block game now has order independent transparency support, no sorting required! :D
oh and right now im just drawing *all* geometry twice and discarding all transparent fragments during the opaque pass, and all opaque fragments during the transparent pass which isn't the best
i should separate opaque and transparent geometry into their own buffers so the gpu only has to process what's necessary for each pass
kitsune tails is the award-winning gay fox girl SMB3-like platformer, 33% off on steam for the first time
midboss ($5) is a turnbased body snatching roguelike, kitsune zero ($2.50) has 36 more fox girl platforming levels to enjoy, and ultra hat dimension($1.64) is an adorable block pushing puzzle game
Founded queer gamedev studio @kitsunegames with @Njord. Kitsune Tails, Super Bernie World, MidBoss, Ultra Hat Dimension, Lore Finder. Also: Coding History on YouTube. She/her. Dutch, former US greencard holder, now living in Cyprus. Mask wearerYou can buy me a coffee at https://ko-fi.com/sharkhugseniko