Neon Overdrive - 'There Can Be Only ONE' Compo

Started by iWasAdam, August 19, 2021, 11:03:46

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col

That's kind of what I was hinting at earlier when I mentioned wireframe triangles 😆

If you get an extra glow where the corners of lines meet/cross/join then that would give that original vector display look which is missing from modern wireframe drawings.
https://github.com/davecamp

"When you observe the world through social media, you lose your faith in it."

iWasAdam

next step is to figure out how to do it.. FAST ;D

1. load object
2. find normals
3. compare normals
4. compare lines and mark
5. draw only marked lines

hmmmm

iWasAdam


Steve Elliott

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col

I agree, so much better, and doesn't look like a gpu 'wireframe state switch' render  8)
https://github.com/davecamp

"When you observe the world through social media, you lose your faith in it."

iWasAdam


iWasAdam

modded everything to use the new line removal...  :o

It's definitely got that atari quadrascan look nailed...





iWasAdam

another shot with line removal - what's that planet in the background though...?  :o

chalky

That looks friggin' amazing! So much better with the line removal.

STEVIE G

Would be good to see a before and after shot. Definitely looks better. How about glowing lines now!  8)

iWasAdam


STEVIE G

Quote from: iWasAdam on September 13, 2021, 18:45:33
look again - that's already there  :o

If I zoom in I see see fainter lines but it doesn't glow like Geometry Wars for example. Probably looks fine in motion.  ;D

Derron

#72
Are the components of the player's ship separated? Asking as the lines of parts "overlap" and the background lines still shine through.




Can you this time find some time to add a "non stretched" and non up-scaled game resolution option? edit: it might already be rendering at the actual resolution so it is just the following issue:
Asking as some lines have "varying thickness" (so sometimes a pixel is stretched to be 1x2 or 2x1 - while others stay 1x1), think with a perfect "pixel 1x1 scale" it would look more "crisp".
Might also be the line drawing algorithm doing some fancy thing.

bye
Ron

iWasAdam

the actual render resolution is fixed 1024x640

everything else is gl stretched

Derron

Quote from: iWasAdam on September 14, 2021, 07:38:41
the actual render resolution is fixed 1024x640

everything else is gl stretched

Shouldnt the render resolution be able to be independent from a "logic" resolution - especially with vectors / untextured polygons? Of course lines would become "thinner" with bigger resolutions (if they stay at a width of 1px). This is why I often asked for "black bars" (optional) to keep original resolution intact (or only 2x, 3x ...).


Any specific reason to be with 1024x640 ? and not 1024x600 (think netbooks and older laptops had this resolution). When scaling up 1024x640 to classic "FHD" displays ... it won't work (aspect ratio of yours is 1,875 while FHD is 1,777...). So to avoid serious stretching (leading to "randomly wider pixels") it requires black bars.

For this kind of game I would even consider allowing a kind of "open matte" (just add some playfield left/right - or top/bottom) as the action is always in the center and you are not able to move out to the most right/left/bottom/top.


To sum up:
- (optional) fixed "scale rates" (2x, 3x, ...) allows for "perfectly crisp" pixel lines (all pixels are rendered as square - lines have same "thickness")
- black bars (or open matte) + fixed inner "aspect ratio" ( will allow for "square" rects (albeit with non integer dimensions) which might be smoothed by the GPU - this depends on the visual style you aim for


Yes I brought it up multiple times and know your opinion on it - but if there is time I would ask you to try it out, so we could compare visual pleasance afterwards.
BTW a 4K-screen might not show "non square" pixels which only occupy 2-3 "real screen pixels" - am not owning such a screen, so I cannot estimate how it looks there. On normal FHD (or 1920x1200 screens) it will surely still be visible.


bye
Ron