Higher quality version:https://youtu.be/jdz1Y0OBM8Q
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Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Just a couple of disclaimers: 1) The effect is purely visual and the player can't physically interact with it. I might try to fix this in future but it would probably be really difficult. 2) The effect can only handle 1 photo at a time.
Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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haha!! that is cool AF. I assume you're capturing the Z buffer too - how are you subtracting it from the scene geometry though?! I assume that's the clever part :)
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Thanks! It's actually just surface shaders. It would be nice to do it as an image effect but that wouldn't work when anything inside the photo's frustum is obscured by objects outside of the frustum.
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Very nice effect. Is it only a visual trick or do you generate collisions too? Would you be able to walk through the corridor you created at the end of the video?
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It's just a visual trick. I might try to implement collisions at some point in future though.
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This looks absolutely amazing! I'd love to explore around a game with this mechanic. I notice you didn't interact with the photos in the video, I would have loved to see you walk through the last picture, but I imagine it'll take a lot of work to get that going properly.
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Thanks! Yeah, I think physical interaction with the photos would be really difficult to implement. I might attempt it at some point in future.
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Really cool! Guessing a stencil w/a render texture from a duplicate room, matching camera angle to the photo's, un-freezing and offsetting the transform after you "place" with your own movement?
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Close, but it doesn't use stencils. I render two rooms with two cameras. I don't clear the depth buffer inbetween to get depth sorting to work. Each room has a material shader that only renders certain surfaces.
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Čini se da učitavanje traje već neko vrijeme.
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