Friend: so I was browsing manga and I opened GL
Me: mmmm OpenGL
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Friend: so I was browsing manga and I opened GL
Me: mmmm OpenGL

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Why aren't there more games with orthogonally projected camera views?
The reason we don't do it is because our eyeballs perceive things in perspective, not orthogonal projection. The believability of a perspective projection is much higher for the same reason that games feature humans and humanoid characters - it's what we're used to and comfortable with. A constant orthogonally projected view would get really weird after a while.
The closest we get to true orthographic projected cameras is in the isometric 2D sprite-based games like Sim City, where we didn't actually do 3D rendering, so a perspective view was impossible. It looks fine in a stylized visualization, but seeing it more realistically rendered would cause a sense of unease in the viewer, due to the expectation of a perspective view.
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🎄 So You Think You Can Code? 2025! Advent Calendar for geeks: from Shaders & Robotics to Web apps, Rust tricks & Retro code. Submit your bes
I contributed a 9000 word article about making this effect! note you will need a browser with WebGPU, and for reasons I don't quite understand, I get bad performance hitches on Firefox, so unfortunately it works best in Chrome. native version can be compiled from the source here
It's about divergence-free fields, and writing cross-platform compute shader programs using Rust and wgpu! If those sound like things that might interest you, give it a read :3
You should also check out my friend shoofle's article (that is, @ada-adorable!) on async gameboy programming with interrupts if you wanna read about something more oldschool! <3
Last weekend I released my first demo "CorpseTravel" for Raspberry Pi Pico 2 at the demoparty Xenium.
Demo uses the 3D renderer I'm working on, with texture mapping, zbuffer and gouraud shading. There are also several 2D effects, like skeletal animation. I even made an app to prepare them.
How to engine - a quick tutorial
A few weeks ago I decided I am fed up with the current state of things particularly in the demoscene (but also a bit in game development) when it comes to using a prepackaged engine versus people knowing or learning how to use their own thing, so I put together a quick tutorial for how to write the beginnings of a framework that renders a mesh and plays some music - it took less than 400 lines of C++ and about 40 steps.
Is it perfect? No, of course not, nothing is ever perfect or finished, but my hope is really to dispel this notion that writing rendering code is the privilege of a select few, because it's easier than people think.

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Bodies with atmospheres using scatterance, absorption, and emission in my space sim/game. Solid surfaces are drawn first, then the volumetric atmospheres. Also shown is a multicoloured galaxy (from the inside) using the same thing with its glowing dust, with extinction (scatterance and absorption's combined dimming effect) also applied to the stars which are additively blended in. Their transmittances (the remaining luminance after extinction occurs) are calculated in a compute shader. The galaxy's sampling function could be made a lot more realistic (though I did give it spiral arms!), and some dark nebulae would be good to really showcase the fact that I actually added realistic volumetrics.
Contribute to Tachytaenius/unnamed-astral-game development by creating an account on GitHub.
OpenGL & Vulkan are like Portal & Portal 2
OpenGL = Portal Vulkan = Portal 2
Both are made by the same people, have the same motivations, are made in the same language. Experiencing the former is a good experience. However, experiencing the latter is a whole other dimension of interesting. OpenGL is fun to learn, and Portal is fun to play. But I’ve decided to start using Vulkan, and god damn, there’s a lot. You have to enumerate through and interface with devices, you have to create debug messengers, validation layers, buffers, arrays, etc.. Portal 2 gave me that same feeling. (Spoilers for Portal 2): [Falling down into Test Shaft 09 was the moment I realized this game is a lot deeper than I thought. You have to manage repulsion and propulsion gels, tractor beams, faith plates, lasers, and more.] Once you use OpenGL/play Portal, you start to get good at it and can crank out a playthrough/project in a few hours. With Vulkan/Portal 2, it takes a hell of a lot more dedication, but by god its worth it.
Going back to Graphics Programming, I made my triangle gay now