I posted recently about how I often do one-week projects to learn and experiment. I don't have a strict one-week time limit. Sometimes I'll extend a project or come back to it after I've learned something new.
Ten weeks ago I had a one-week project in which I wanted to draw outlines on an isometric view of a dungeon game. I didn't want to outline each block, which could be implemented easily by editing the sprites. Instead, I wanted to outline the larger units. Here's a comparison:
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The second thing I wanted to do was to implement all of this in shaders. My first attempt was to draw a "surface id" to a texture, and then draw black outlines whenever the surface changes.
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There were lots more details to implement, including outlines around billboard sprites, field of view, and lighting of wall blocks beyond the outline.
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I was pretty happy with that, even though it had some glitches, and I decided that project was finished.
A few weeks later I re-opened this project to explore a different approach. Instead of drawing the lines in a post-process step, I wanted to draw the lines as the sprites were being rendered. I posted some images on Twitter and got a suggestion from @Rezoner, who had made a version where some lines were white and some were black, depending on camera direction. I took that idea and ran with it, making white lines where the player could see the walls.
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I was pretty happy with this version too. I then merged the code together into one unified demo, with a toggle. Now I think I'm finished. But who knows? Maybe I'll re-open it later.
Things for me to keep in mind:
- The one-week self-imposed deadline is just a rough guide. I don't have to follow it strictly.
- Sharing unfinished work can lead to more ideas for improvement. I should share more things early.
- Sometimes all I need is a proof of concept. I don't need to make everything work perfectly. If I actually use this in a real project, I can work out those details then.
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