3D is kinda cool in how much more embodied in a virtual space you can feel but as a 2D game designer coming to it I find the artistic process incredibly frustrating.
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3D is kinda cool in how much more embodied in a virtual space you can feel but as a 2D game designer coming to it I find the artistic process incredibly frustrating. Effects that are trivially easy in 2D require entire tech pipelines to do in 3D and it sucks
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3D is kinda cool in how much more embodied in a virtual space you can feel but as a 2D game designer coming to it I find the artistic process incredibly frustrating. Effects that are trivially easy in 2D require entire tech pipelines to do in 3D and it sucks
@eniko yeeep, traditional 3D is imo a lot of hacks we should’ve somehow moved past ages ago.l instead we just built tools to do the hacks better.
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@eniko yeeep, traditional 3D is imo a lot of hacks we should’ve somehow moved past ages ago.l instead we just built tools to do the hacks better.
@eniko “what if everything was a mesh of triangles with pictures painstakingly warped onto them and we made special hardware to render it” said like one guy in the 80s and we’re still doing it
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3D is kinda cool in how much more embodied in a virtual space you can feel but as a 2D game designer coming to it I find the artistic process incredibly frustrating. Effects that are trivially easy in 2D require entire tech pipelines to do in 3D and it sucks
stuff like "i wanna add some outlines to this" in 3d is answered with "okay cool do you have multi target rendering set up with a gbuffer with depth and normals so that you can implement a jump flood algorithm?" whereas in 2d you just draw the fucking outline
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@eniko “what if everything was a mesh of triangles with pictures painstakingly warped onto them and we made special hardware to render it” said like one guy in the 80s and we’re still doing it
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