Creator of @BeatSaber. Currently working on Inversion Day (@InvDayGame) https://xitter.cf/t.co/DGeiDzQjcP

Czechia
Joined May 2010
Each surface emits smoke. So when you create ground and remove it later, you can see the outlines of what was there.
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We didn't expect so much support! The studio deleted the AI ad. Now, we’re handing the spotlight to you by sharing some fan creations you've sent us. Fan art is the highest compliment, and we cherish every piece! Authors: @ErroR404like @flydxndelion @Robinobandito @NovaNyx_czs
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I tweaked the rendering a bit and now the indirect lighting is a little bit nicer. Inversion Day is shaping up nicely.
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Jan “Split” Ilavsky retweeted
"Steam is so much better. AI harms developers." 🤡
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Inversion Day starts in bed :)
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The shadows are much more visible when I rotate the 3D model. So I guess all the backgrounds in the game will have some rotating statues now :)
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Few small changes and I have a bit of shadows working too. It's super fake, but makes it sit in the background a bit better. Of course this is just for background stuff. Everything in front casts perfect shadows already.
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Radiance Cascades can, of course, light up 3D models. I love the indirect lighting here! This might spice up Inversion Day's backgrounds a bit. Although there's not much point in using 3D models if they don't rotate. I could just use a flat sprite with a normal map and get the same results.
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I spend a lot of time testing the game, and walking at normal speed is too slow, so I added a little speed boost cheat :)
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Check out our first dev blog post from Jan on how he tackled a long standing issue that many pixel art games have on modern engines!
Making real pixel art games is surprisingly challenging using modern engines. When character moves just 1px in 1/60s, you can't use standard delta time simulation / presentation and expect smooth results. Here is what I did for Inversion Day, to make it perfect (at least where it was possible). inversionday.com/blog/fixed-…
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Making real pixel art games is surprisingly challenging using modern engines. When character moves just 1px in 1/60s, you can't use standard delta time simulation / presentation and expect smooth results. Here is what I did for Inversion Day, to make it perfect (at least where it was possible). inversionday.com/blog/fixed-…
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I added normal maps for background tiles. A bit of depth added. Do you like it, or not worth it?
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Fun fact. Because or radiance cascades, we have worse performance in the main menu than in the game. It’s because sun is represented using a polygon light and the space is completely open. Nothing to stop rays :) Game dev is full of surprises.
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Went to a nice concert yesterday, but the smoke was really distracting me. The work follows me everywhere :D
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Global Illumination, smoke simulation, fixed delta time ultimate test. Everything finally works perfectly. No artifacts, no issues. Inversion Day rendering tech is almost finished. All unity lights and shadow casters were removed from the whole project.
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It's true! #DreadlineExpress is being released in two weeks! How do you like the new trailer? Thank you, @InsiderGamingIG, for the feature! #indiegame #horror #train #cards #lovecraftian
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Jan “Split” Ilavsky retweeted
Replying to @Split82
Hey Jan, I’m Jake, I built RabbitPolls. Made a free 8-bands/smooth vote: rabbitpolls.com/poll/312 Links to your clip. Share it if useful, or make your own polls. Happy to offer complimentary Premium, no strings attached.
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I can't make up my mind. In the first half of the video, the smoke is quantized into 8 intensity bands. In the second half, it's super smooth. Which one looks better?
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Jan “Split” Ilavsky retweeted
Found it! New unity input system + plugging a PS4 or PS5 controller in post-game launch results in dual input presses through steam input API. … for anyone else somehow finding themselves in such a predicament :D Good fun.
Had some recent reports of some controllers not working well with the @InvDayGame demo. Time to sort that out….
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My son wanted to tell his class at school about some cool EDM guys, so I printed these logos for him :) @BoomKittyMusic @Teminite
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We have our own fake global illumination system in Inversion Day which is super performant, but I wanted to give radiance cascades a try. Spent few days on them and it brought a lot of issues and they are much performance heavy. But of course, they are also much more realistic and can produce incredible visuals. I also added directionality to every source pixel, so we can have a car spotlight :D
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