This is part 1 of 'Lustrous Learnings', a series of posts about Lustrous Spirit which is a game I've spent the last four years making. Lustrous Learnings focuses on game development concepts I've stumbled into which aren't often discussed.
3D Environment Near/Far Reads - Lustrous Learnings
- near/far reads in painting
- why things should read differently
- LODs and mips - aren't we kinda doing it already?
- capturing distance in-game
- Levels of scale and big medium small
- Lustrous spirit is a game where the environment is the focus, not UI/characters/objects
- Example tricks I used in lustrous spirit