Where I've been
Hello Folks! (Or anyone who's reading this) I'm back from the dead!
Well, if I'm being honest, I've been far from dead. In November of 2022 started working as a Junior Technical artist for Coatsink for an undisclosed project. TL:DR if I talk about what I'm working on I might die in legal fees.
Enough chitchat, let's talk about the main topic:
Retro Modern Render Pipeline
Is a custom render pipeline made for making games with the different rendering styles from the 90's or early 2000's and helping creators use old fashioned conventions in a modern rendering style.
Retros Styles that will be available
I plan to support presets and shaders for the subsequent platforms:
- PSX (Affine Texture Mapping & lack of floating-point numbers)
- N64 (Low Poly Gouraud Shading + Up to 8 Directional per vertex lights)
- PS2 or Dreamcast
- GameCube (With libraries to create custom effects, remember the TEV in GameCube hardware is like a programable shader)
Reigniting Old Fashioned Conventions
I want to bring back pre-rendered backgrounds. These design conventions, used in JRPG's, Survival Horrors and countless other genres were made to create imposible scenery in games first step into 3D.
Prerendered backgrounds evolved with hardware for a time, but eventually died because Realtime graphics reached a peak where these types of techniques weren't needed, and new game design standards emerged where these backgrounds fitted nowhere.
The idea is to have two tools:
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One tool to create old-school backgrounds:
- Camera & Collision import from 3D file.
- Background import & camera linking.
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One tool to modernize prerendered backgrounds:
- Camera, scene & collision import from 3D file.
- Scene casts shadows on dynamic objects like characters to blend them with the bitmapped backgrounds.
- Dynamic objects cast shadows on the collision meshes, to project shadows on the background.
- Background import & camera linking.
- Camera, scene & collision import from 3D file.
When will it be available?
There will be not a date. I don't plan to do "releases", as this project is what I've decided to do to divulge further into graphics programming, Unity's graphics specifically because knowing my way around the scriptable render pipeline system would help with some of my daily tasks at work.
So, I will repeat! TL:DR I'm doing this on my spare time, it could be or not be finished in the future, I'm doing things just for fun!