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High Stakes development, day 3, Camera and player pixel snapping


im trying to achieve a more or less pixel perfect look in 3d. im running a camera to a 320 by 180 render texture + depthPass then upscaling it and adding post effects over it. since its rendered in a lower resolution the positions at where it samples are not the same after small translations of sprites or the camera. to fix this i wrote some code that would snap the positions of the sprites relitive to the pixel space of the camera. the camera was a bit more tricky that i initially expected, as you want a y position change when tracking the player in the z direction (leaving the actual z position of the camera locked in space).

for player movement i desided on a point and click system,
as im working in 3D space i can use the existing navmesh solution raycasting from the mouse position on the screen to the world then moving to the nearest point on the navmesh.
i also intend to use the raycast to check if you click on things that are interactable and use that to navigate entering and exiting conversations as well as starting the card games and stuff like that.