Re:Brian Bucklew Porting Caves of Qud from Unity to Godot
by rootlocus on Monday September 18, 2023 @06:47AM
(#37554514)
That's commonly implemented with shaders. Support for shaders is guaranteed in virtually any game engine.
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Re:Brian Bucklew Porting Caves of Qud from Unity to Godot
by philipov on Monday September 18, 2023 @09:38AM
(#37555946)
If Unity has some fancy prebuilt shader library he's leveraging to generate the effects, reimplementing that from scratch might be a lot of work.
Re:Brian Bucklew Porting Caves of Qud from Unity to Godot
by jasonjmcghee on Monday September 18, 2023 @11:04AM
(#37557122)
Scanlines and vignette are simple to implement and the main stylistic shaders they use. They also use a grayscale one if you trigger a specific situation. There might be others, but again, simple to write.
They also use the particles system for candelabras. Could be reproduced in many engines.