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The republia times hacked
The republia times hacked







the republia times hacked
  1. The republia times hacked full#
  2. The republia times hacked code#

The experiments so far suggest that any correlation between the dither pattern and scene geometry would have to ignore depth information from the scene.

The republia times hacked code#

While cleaning up the code and committing everything, maybe writing a devlog post or two, the idea of a perfectly-pinned dither kept nagging at me: So while not being perfect, simply shifting the screen-mapped dither keeps the overall pattern and scene movement close enough that the eyes can better track them together. Planes more perpendicular to the view don't match very well  the floor is still a mess. Note how the dithered pixels on the chair appear to mostly move with the geometry. Offsetting the dither pattern to track one screen per camera fov rotation I didn't expect this to work well but wanted to see what a perfectly scene-matched mapping looked like anyways. This is equivalent to dithering the object textures during scene rendering instead of in a post-processing pass on the 8-bit output. My first try was to map the dither pattern in texel space. Everything here is done at the pre-thresholding stage.

the republia times hacked

As told by the length of this post, there's a conflict between the ideal dither pattern mapping (1:1 with the screen) and the ideal scene mapping (x:1 with the geometry) so get ready for some compromises. Most of my work was focused on mapping the input dither pattern into different spaces that better correlate the pattern with the scene geometry. What I want instead is for the dither pattern to be "pinned" to the geometry and to appear stable as it moves with the rest of the scene.

the republia times hacked

Each frame, moving scene elements threshold against different values. But, correlating only with the output means that as a scene post effect there's no connection between the geometry being rendered and the pattern that thresholds it. To give your eyes the best chance at recombining everything, dithering works best when the dither pattern dots have a 1:1 correlation with the output pixels. There are ways to fix this that mostly boiling down to "this style doesn't work, change it." I went pretty far down that path, experimenting with different styles, before swinging back and wondering if maybe I shouldn't let these bullshit little pixels push me around. Try to focus on something here when it moves and behold the crinkled heart of Obra Dinn's fullscreen problems. The output gets reduced to 1-bit and the viewer's eye will merge the pixels back together to approximate more bits.Įxhibit A. If the image pixel value is greater than the dither pattern dot value, the output bit is set to 1. The conversion from 8-bit to 1-bit is handled by comparing each source image's pixel to the corresponding dot in a tiling dither pattern.

the republia times hacked

Obra Dinn renders everything internally in 8-bit grayscale then converts the final output to 1-bit in a post-processing pass. At this point, don't even care.įirst, a quick explanation. For each previous version I'd get an idea or find something else to try while checking over it.

The republia times hacked full#

This is the 3rd full devlog post I've written on this. I got there in the end, with a few compromises. I tried everything, literally, and concluded that the best way to maintain the game's style and fix the fullscreen discomfort was to stabilize the swimming dither and subdue the flickering dots. Thanks everybody for all the suggestions.









The republia times hacked