Notes on systems, games, performance, and engineering.
Hi! I'm building Anchorfall with a visual style inspired by Core Keeper: chunky pixel art with dynamic lighting, sharp shadows, and real-time global illumination. To achieve that, I built a custom lighting pipeline that does direct light, indirect light (GI), pixel-perfect shadows and gives strong artistic control. It isn't physically accurate, but fits pixel art games well. It's inspired by Core Keeper's own lighting system (which uses heat diffusion in their pipeline) and David Maletz's work...