Here's something I made this weekend - I recreated a pixel art image which was made by @Kldpxl:
I love his pixel art because it often has a really striking photographic look about it, so I tried to carry that effect over as much as I could.
- It's 100% code: all sprites are generated at load time
- Textured ground plane with perspective distortion
- Value noise with multiple octaves (used for building all textures)
- Raymarcher for generating sprites with lighting:
- Four types of plants
- Background mountains
- Horizontally-tiling clouds
- 3D-positioned plant billboards
- 3D extrusion for low grass and road lines
I think it even runs at 60 fps!
Super mega impressive!
(well, limited to the "demo" category as it already uses almost all cpu!!)
Tech question: do you mipmap the road? On a similar "3d road" project, I found that it helped quite of lot given the lack of pixel density of pico (to say the least!)
To be super picky, clouds are a bit "off" (IMHO).
Would multiple shaded spheres be a better choice?
@freds72 - Thanks! It's not doing any mipmapping, but doing so would definitely help reduce the weird noise in the distance (but I've run out of performance and texture space). I think the clouds are a little wonky, too, but the current state is the best I was able to render this time around!
@egordorichev - Thanks to you, too!
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