Friday Facts #172 - Blending and Rendering
- Deadly-Bagel
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Re: Friday Facts #172 - Blending and Rendering
While we are on the topic of addressing rail signals is there any chance of them becoming colourblind friendly? Or at least higher contrast? Currently the colours I see them are green, blue and almost black (yellow and green are identical). It's not too much of an issue for me as I have pretty straightforward rails and have perfected my intersections however just this weekend I failed to notice a deadlock on an unloading station I'd built because I'd tacked on a stone unloading station and hadn't signalled it properly. Was only when I had no iron that I checked and found the trains queued up.
Money might be the root of all evil, but ignorance is the heart.
Re: Friday Facts #172 - Blending and Rendering
Sometimes we will just need to be patient for them to make a good game.
so dont stress them
Re: Friday Facts #172 - Blending and Rendering
That's slightly and deliciously evil to all of the people googling "kerning" right now.ske wrote:Be careful, it's like with kerning. Once you see it, you cannot unsee it.
Honestly people could do with some training on color. Think how many people you know that can go from camera/scanner to monitor to printer and maintain accurate color reproduction the entire chain. Add to that training on identifying lossy audio and video compression artifacts, and people would simply stop tolerating things like Twitch's horrendous quality and demand their digital video and music subscriptions/purchases weren't such poor quality. I mean Netflix is convenient.. but holy banding, batman!
So go forth, and ruin all of the things so that we can demand better!
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- Long Handed Inserter
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Re: Friday Facts #172 - Blending and Rendering
I saw the following on twitter the other day, and it seems relevant:MrGrim wrote:That's slightly and deliciously evil to all of the people googling "kerning" right now.ske wrote:Be careful, it's like with kerning. Once you see it, you cannot unsee it.
Honestly people could do with some training on color. Think how many people you know that can go from camera/scanner to monitor to printer and maintain accurate color reproduction the entire chain. Add to that training on identifying lossy audio and video compression artifacts, and people would simply stop tolerating things like Twitch's horrendous quality and demand their digital video and music subscriptions/purchases weren't such poor quality. I mean Netflix is convenient.. but holy banding, batman!
So go forth, and ruin all of the things so that we can demand better!
side effects of excessive kerning include:
dizzmess
insomma
diamhea
Re: Friday Facts #172 - Blending and Rendering
Ohhhhh !!! Does that mean we'll get to play on the dark side of the planet in the next version ?!?Loewchen wrote:The planet is on a star synchronous orbit and what we consider nights are actually eclipses from the inner planets. See fixedDave64738 wrote:Are you planning on fixing the shadows at all?
If it's permanently dark it must be barren and frozen !!! You would have to create your own light to grow plants and such. Also you would have variable "moonlight" due to all those other planets consistantly passing by around you and reflecting the sun !
Do we also get to play with the constant planets collisions that are bound to happen in such a crowded solar system ?
Re: Friday Facts #172 - Blending and Rendering
i can live with these three effects since they are only small optical glitches,Dave64738 wrote:Are you planning on fixing the shadows at all?
1. ... 2. ... 3. ...
or maybe caused by a moon or whatever, but a fourth effect is more serious to me:
4. shadows darken lamps themselves, and warning lights, train signals, etc
Re: Friday Facts #172 - Blending and Rendering
Well, I'll just drop this here...
I think there'd be a better way of improving it than via a massive resource drain (like calculating light levels periodically, then picking from one of maybe 8 or 16 predefined shadow sprites (think compass directions) accordingly). Attempting 3D ray traced realtime shadows would of course impact performance horribly.
If it's only my OCD that's bothered by that then it can probably be ignored.I think there'd be a better way of improving it than via a massive resource drain (like calculating light levels periodically, then picking from one of maybe 8 or 16 predefined shadow sprites (think compass directions) accordingly). Attempting 3D ray traced realtime shadows would of course impact performance horribly.