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#Gamedevtip if you have cameras clipping through objects (especially in VR) it can really break the immersion.
One trick you can try is making a double sided version of your shader that has a black inside.
For performance, switch materials on the closest LOD with the double sided version.
If you look in your shader editor there is often a node for face direction. In amplify it is FACE. It returns 1 for facing normals and -1 for facing away.

If you saturate this you get 1 or 0, which a lerp will accept. The inside face can therefore be made black.
Read 7 tweets
#Gamedevtip you can turn 3D into 2D pixel art in real time by using a second camera that draws the object to an unfiltered texture.

That texture can then be used as a sprite.
This allows you to do complex deformations and rotations on your 3d objects, but still get that crunchy, aliased, limited palette look.
Put your objects on a separate layer and set the camera culling to only that layer.

This translation from 3d to 2d is also handy because you can use the hierarchy of the 3d skeleton for collision, rag dolls, particle emitter placement.
Read 6 tweets
#Gamedevtip
Add 'tutorial videos' as a daily food group. I consume anywhere between 3 to 20 tutorial videos a day, often saving and going back over them quickly to lock things in.
Taking time out of your day to learn stuff from other disciplines is a great idea, as it allows you to build a common language with other members, and give insights into the challenges they face.
As a game developer you must work the learning muscles constantly, because everything is changing, and new techniques and tools appear every day.

Taking time to learn them means a huge time savings down the track. It isn't wasted time.
Read 7 tweets

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