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Decided to check out how water is rendered in Counter-Strike 2
Given how interactive water in CS2 is, I expected to see some cell fluid simulation, but turns out they use just a low-res off-screen buffer with flat 2D decals for various water effects. Reminds me of HL2 water :)
Found a nice way to approximate road and wheel disk motion blur using anisotropic filtering controlled via textureGrad #gamedev
Working on a simple car physics using #raylib and box2d-lite
Found out that my budget pocket camera from 2010 has a hidden debug menu with manual mode and 8/12 bit RAW export. These RAW files are in some undocumented proprietary format but after some experiments I was able to convert them into regular DNGs
Spent 3 days on my first low-poly car 3D model, a 1994 Toyota Supra MK4, made in #b3d
392 tris (excluding the shadow plane), 128x128 texture (again, excluding the shadow)
Vertex color baking again
1. Point sampling (current implementation in #b3d 5.2)
2. Least squares
3. Least squares + edge-based regularization with alpha = 0.1
4. Raytraced result
I am evil Microsoft Defender I'm gonna destroy your CPU after you finished compiling your program I wont let you test it comfortably
Experimenting with vertex color baking in #b3d
Point sampling (current implementation in Blender 5.2) vs weighted average vs least squares vs raytraced reference
hillsguy.bsky.social retweeted
Driv3r uses a similar trick to combine stencil shadows with shadow decals, but instead of separate offscreen buffer they use framebuffer alpha channel. And world is rendered in two passes to combine lit and shadowed geometry.
Came up with a cursed workaround to avoid light leaking when baking lightmaps in #b3d, but it multiplies render time by 2x 😩


































