
Giving every unit a readable outline
An outline drawn in screen pixels over geometry that keeps changing under it. Two named failure modes, a doubled hull on every building, and a lab for it.
Tag
Development posts tagged spell-vfx. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.
4 posts

An outline drawn in screen pixels over geometry that keeps changing under it. Two named failure modes, a doubled hull on every building, and a lab for it.

Ninety generated letters, traced to vector and shipped as drawable paths. Split the brief into topology and execution, and keep fill out of the skeleton.

An MIT-licensed three.js casting sandbox became the spell renderer, after a Z-up remap, an ink-banding pass, and a rule about which number decides a spell's size.

Sixty four spells were coming out as the wrong kind of magic, and nothing had gone wrong. Two pages exist to catch the bugs that look completely fine.