While filling out some paperwork I realized I have an IMDb page. âis known forâ might be overstating things.
I think by default a lot of people think of making a video game as populating the video game dimension with stuff and donât think through how all that stuff interacts.
I guess it is whether they thought of it as layers versus order of execution. Video editing also tends to do layers.
Multiply is good at keeping channels separate but means I donât have the hard maximum that makes it safe to overdraw an already dark vertex.
Hmm. Maybe game dev question about Blender. Any tips for painting vertex colour per channel? I like putting data for shader effects in r g b channels. But itâs awkward to paint them. Darken blend mode seems to not treat rgb separately so I canât say, darken G independent of what is in R.
Oh, looks like I didnât post my last Godot shaders here. Theyâre two ways of handling when you want to see the character behind a wall.
Attached: 1 image Made a couple shaders in Godot for the scenario of seeing the main character through a wall. One is a dithered shader applied to the wall, creating a hole. The other turns the char...
Okay but Iâve learned a lot of Godot in the meantime.
I can picture someone being fascinated by the unsettling aesthetics of the AI stuff and leaning into everything being a little goopy with messed up hands and moving wrong.
For certain definitions of the word âexists.â I think the current version comes from Infogrames buying a bunch of the IP and changing their name to match the trademark they now own.