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Notices by Rune Skovbo Johansen (runevision@mastodon.gamedev.place)

  1. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 21:27:04 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • Craig P
    • zakzak
    • Lucas Pope

    @scyzoryk @Craigp @dukope Well to get serious, like I say in the video, I don’t actually think my dithering would have been better to use in Obra Dinn. But anyway, hi Lucas! Thanks for inspiring me and hope you like the video and how it covers Obra Dinn dithering.

    In conversation about 4 months ago from mastodon.gamedev.place permalink
  2. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Friday, 24-Jan-2025 01:19:44 JST Rune Skovbo Johansen Rune Skovbo Johansen

    New dithering method dropped

    I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.

    Explainer video:
    https://www.youtube.com/watch?v=HPqGaIMVuLs

    Source repository:
    https://github.com/runevision/Dither3D

    #gamedev #vfx

    In conversation about 4 months ago from mastodon.gamedev.place permalink

    Attachments


    1. Surface-Stable Fractal Dithering
      I invented a new form of dithering I call Surface-Stable Fractal Dithering. I've released it as open source along with this explainer video of how it works.F...
    2. Domain not in remote thumbnail source whitelist: opengraph.githubassets.com
      GitHub - runevision/Dither3D: Surface-Stable Fractal Dithering
      Surface-Stable Fractal Dithering. Contribute to runevision/Dither3D development by creating an account on GitHub.
  3. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Thursday, 16-Jan-2025 05:02:42 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve
    • Krafter

    @sinbad @kr4ft3r Except for 2D (and 2.5D) platformers where you can truncate in Unity and have to swizzle in the Z=up engines.

    In conversation about 4 months ago from mastodon.gamedev.place permalink
  4. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Tuesday, 07-Jan-2025 17:17:38 JST Rune Skovbo Johansen Rune Skovbo Johansen

    Another year went by as an indie game developer and what do I have to show for it? A bit of a mixed bag of things, it turns out.

    I've written my 2024 retrospective here (lots of pics and videos in this one):
    https://blog.runevision.com/2025/01/2024-retrospective.html
    #gamedev #indiedev #solodev

    In conversation about 4 months ago from mastodon.gamedev.place permalink

    Attachments


    1. https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/776/658/905/953/174/original/19b39bf73bce053e.png
    2. Domain not in remote thumbnail source whitelist: lh3.googleusercontent.com
      2024 retrospective
      Another year went by as an indie game developer and what do I have to show for it? In last year's retrospective I wrote that apart from w...
  5. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Sunday, 05-Jan-2025 01:45:09 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve

    @sinbad Nice, "digital garden" is a neat term. And like that other article says, that used to be the norm!

    I never went away from a hierarchically organized website myself (despite a blog side-offering). I think I've always been in the digital garden mindset and I always had trouble getting any kind of overview on other people's blog-centric sites.

    In conversation about 4 months ago from mastodon.gamedev.place permalink
  6. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Saturday, 14-Dec-2024 01:58:44 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve

    @sinbad Haha, yeah :)
    I think I'll keep getting comments comparing to Ministry of Silly Walks for as long as I keep working on this procedural animation...

    In conversation about 5 months ago from mastodon.gamedev.place permalink
  7. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Saturday, 14-Dec-2024 01:55:39 JST Rune Skovbo Johansen Rune Skovbo Johansen

    I'm working on revamping the inverse kinematics algorithm for my procedural animation with focus on handling a variety of foot roll scenarios better. Results so far are promising, though far from done yet.

    Only, I'm having an issue with snapping when the heel was the best target but can't reach anymore, so it tries to reach with the toe instead. It's not just a technical issue; I'm unsure how I even want it to work.
    #ProcGen #GameDev

    In conversation about 5 months ago from mastodon.gamedev.place permalink

    Attachments


  8. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 16:45:54 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve
    • toerror

    @sinbad @toerror Ok hear me out, you might be able to combine traits of multiple movement approaches.

    If we call your current approach (the one I also described) for trerp, regular linear interpolation for lerp, and a spline/curve approach like @toerror described for curvp, then you could calculate separate "current positions" according to each of those and combine them like this:

    combined_pos = curvp_pos + (trerp_pos - lerp_pos)

    In conversation about 6 months ago from gnusocial.jp permalink
  9. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 06:29:17 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve
    • toerror

    @sinbad @toerror I once came up with a movement approach that’s somewhere in between lerping and seeking. To make a point go towards a target spread over e.g. 10 frames you move it 1/10 of the remaining distance the first frame, 1/9 of the remaining distance the second frame, etc. This is fixed time (no swarm following) and does not have issues with sudden target movements.

    In conversation about 6 months ago from gnusocial.jp permalink
  10. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 00:54:34 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve

    @sinbad That said, I also can't see what's going on in fighting games or shmups that have bright particle effects all over the screen, so compared to certain audiences I'm on the more visually sensitive end.

    In conversation about 6 months ago from gnusocial.jp permalink
  11. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Thursday, 28-Nov-2024 00:24:04 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve

    @sinbad Nice effect! It's a little confusing to my eyes though. I think it's because:
    - The shape of the rims of satchel are similar to the shape of the curved particle effects, and my eyes get confused what's what when it's all moving.
    - It's hard to see there's any hole in the satchel, probably due to it not being shaded/dark inside it.
    - The metal lumps move very fast in front of the satchel, then stop there abruptly while scaling down. The motion is too fast/disjointed for my eyes to track.

    In conversation about 6 months ago from mastodon.gamedev.place permalink
  12. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Wednesday, 27-Nov-2024 22:16:12 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve

    @sinbad Sure. Unity has been troubled. I think we can all agree on that. The question is more about whether they have any hope of a better future.

    The backwards compatibility has been a God-sent while everything new has been in a messy state though. Not being forced to use those half-baked systems that keep being in flux. I think it makes sense to split Unity up into a version focused on the past and one on the future to allow for a cleaner break, like Epic does with every major version too.

    In conversation about 6 months ago from mastodon.gamedev.place permalink
  13. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Wednesday, 27-Nov-2024 21:56:27 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve

    @sinbad Yeah about those things (ECS vs classic components, multiple render pipelines) I don't think anything is resolved yet. It sounds like Unity 7 was the vision for that, and that, according to some people like Thomas Petersen, breaking backwards compatibility was a key part of making that actually viable. So I guess we'll see.

    In conversation about 6 months ago from mastodon.gamedev.place permalink
  14. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Wednesday, 27-Nov-2024 21:40:44 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to

    @sinbad Hmm, I'd say that depends on what exactly we're talking about. Many initiatives sure added a lot of friction when keeping backwards compatibility at the same time. But a lot of the work on scalability, performance and reliability has also immensely fortified Unity for the better. When discarding packages not being used, Unity 2022 (which is what I use) is snappier than previous versions have been for a long time, and at least some of that is due to work by such people you refer to.

    In conversation about 6 months ago from mastodon.gamedev.place permalink
  15. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Wednesday, 27-Nov-2024 20:16:44 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve

    @sinbad Sure, Unity is all about freedom, but it used to reign it in in its own ways. There used to be one physics system, one input system, one rendering pipeline (although highly configurable, but so is Unreal), etc. It's the keeping adding new systems while also keeping the old around that makes maintenance prohibitive. Having all that overlapping functionality wasn't always part of Unity's DNA and appeal (if only because it was once too young to have gotten there yet). The contrary, I'd say.

    In conversation about 6 months ago from mastodon.gamedev.place permalink
  16. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Wednesday, 27-Nov-2024 20:12:38 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve

    @sinbad Yeah but that's the short term perspective only.

    In conversation about 6 months ago from mastodon.gamedev.place permalink
  17. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Wednesday, 27-Nov-2024 20:07:09 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve

    @sinbad Right. But they had designed Unity 6 to last for a loooong time (a decade) exactly so that there was room to do breaking changes in Unity 7 without screwing over customers?

    I agree with Thomas (based on my own experience working at Unity for 13 years) that there's so much cruft that it's hard to get anything done now and that nothing except breaking changes can fundamentally solve that.

    In conversation about 6 months ago from mastodon.gamedev.place permalink
  18. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Wednesday, 27-Nov-2024 20:03:17 JST Rune Skovbo Johansen Rune Skovbo Johansen

    I haven't followed Unity closely, but I understood many employees were excited to show the new direction of Unity 7 at Unite 2024 and it was generally well received?

    But this has since been jeopardized because the new CEO doesn't want breaking changes?

    AMA thread on Twitter with Thomas Petersen who worked at Unity until recently:
    https://x.com/QAThomasNoUnity/status/1861321957502767282

    Obviously people still working there might have more info, but can't necessarily say much.

    In conversation about 6 months ago from mastodon.gamedev.place permalink

    Attachments


    1. https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/554/433/725/857/109/original/cd1193ce44cb9f02.png

    2. https://cdn.masto.host/mastodongamedevplace/media_attachments/files/113/554/433/723/993/471/original/88f3e270c0bd5240.png

  19. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Sunday, 17-Nov-2024 05:35:29 JST Rune Skovbo Johansen Rune Skovbo Johansen
    in reply to
    • The Seven Voyages Of Steve

    @sinbad There’s also the smaller character limit to keep in mind.

    In conversation about 6 months ago from mastodon.gamedev.place permalink
  20. Embed this notice
    Rune Skovbo Johansen (runevision@mastodon.gamedev.place)'s status on Sunday, 17-Nov-2024 01:46:49 JST Rune Skovbo Johansen Rune Skovbo Johansen

    I wanted to do a side-by-side comparison of my procedural animation to hand-authored animations on some models I bought. This is so I can better study what I need to improve.

    When I got my comparison tool running for the first time, this is what I was greeted with! A bug with the step-height it seems. 😅
    #ProcGen

    In conversation about 6 months ago from mastodon.gamedev.place permalink

    Attachments


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    Rune Skovbo Johansen

    Rune Skovbo Johansen

    Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest.

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