Björn Ottosson

@bjornornorn@mastodon.gamedev.place
679 Followers
229 Following
64 Posts
Independent software engineer with focus on games, graphics and tools for creative use. Previously 10 years at Frostbite and EA DICE. Creator of Oklab.
Websitehttps://bottosson.github.io/
Twitterhttps://twitter.com/bjornornorn
Tiktokhttps://www.tiktok.com/@bjornmakesgames
LinkedInhttps://www.linkedin.com/in/bjorn-ottosson/

It's finally time to announce my game: Island Architect!

Sculpt seaside towns in Island Architect, a relaxing builder inspired by coastal Europe. Build winding streets, whimsical towers, or calm fishing villages in this cozy experience.

Check it out and wishlist here on Steam: https://store.steampowered.com/app/3079100/Island_Architect/

Island Architect on Steam

Sculpt seaside towns nestled between cliffs in Island Architect, a relaxing free-form builder. Shape winding streets, carve tunnels, and craft cozy harbors inspired by coastal Europe. Build with flowing, organic forms—no stress, just effortless creativity.

Just published! I interviewed @bjornornorn about how and why he created Oklab, the new perceptual color space that’s very okay indeed! 🎨

https://www.smashingmagazine.com/2024/10/interview-bjorn-ottosson-creator-oklab-color-space/

Tack Björn!

Interview With Björn Ottosson, Creator Of The Oklab Color Space — Smashing Magazine

Go behind the scenes with Björn Ottosson, the Swedish engineer who created Oklab color space, and discover how he developed a simple yet effective model with good hue uniformity while also handling lightness and saturation well — and is “okay” to use.

Smashing Magazine
🌈 Go behind the scenes with Björn Ottosson, the Swedish engineer who created Oklab color space, and discover how he developed a simple yet effective model with good hue uniformity while also handling lightness and saturation well — and is “okay” to use: https://www.smashingmagazine.com/2024/10/interview-bjorn-ottosson-creator-oklab-color-space/
Interview With Björn Ottosson, Creator Of The Oklab Color Space — Smashing Magazine

Go behind the scenes with Björn Ottosson, the Swedish engineer who created Oklab color space, and discover how he developed a simple yet effective model with good hue uniformity while also handling lightness and saturation well — and is “okay” to use.

Smashing Magazine

@demofox I’m looking for a tiling blue noise texture, but on a hexagonal grid. Are you aware any tool able to generate this? Thought I’d ask, since if anyone knows, it would be you!

I suppose adapting https://github.com/electronicarts/fastnoise to be able to use an anisotropic gaussian kernel could work otherwise (since you can get a hexagonal tiling by squashing the diagonal of a regular square tiling). Great paper by the way!

GitHub - electronicarts/fastnoise: Filter-adapted Spatiotemporal Sampling for Real-Time Rendering

Filter-adapted Spatiotemporal Sampling for Real-Time Rendering - electronicarts/fastnoise

GitHub

Gotten a lot further with the roof generation logic for my little city building game! Here are some examples of roof shapes you will be able to create.

#gamedev #indiedev #creativecoding #games #indiegame

First version of automatically figuring out roof shapes in my little city building game. Some tweaks left to deal with some edge cases. Then I'll work on the mesh generation to integrate the roof into the structure properly.

#gamedev #indiedev #creativecoding #games #indiegame

Here's a quick mockup of what the automatic roof generation is supposed to do. Basically, find "staircase" parts of buildings and replace with roofs. Plus some extra rules to ensure it is possible to also build terraces and later actual staircases.

Got a first version of tools to edit buildings and generate meshes for them working for my little city building game.

Here's a timelapse of me playing around with it.

Lots left to do with the mesh generation, I want it to automatically generate sloping roofs for example.

#gamedev #indiedev #creativecoding #generative

Got a bit further with the grid buildings will use in my little city building game.

The user places the nodes and a grid of quads and triangles is automatically formed.

Next step is to be able to set a height per node, and to use that to automatically make walls, roofs, terraces etc.

#gamedev #indiedev #creativecoding #generative

First tiny step towards adding buildings. I want the player to be able to freely shape buildings, without being constrained to a rigid grid. At the same time I want buildings to be integrated with surrounding ones. I think this is key to getting the feeling of historic European cities.

I think a good solution is to form a mesh and then use that to generate the building meshes.

A bit like Townscaper, but without a predetermined grid.

#gamedev #indiedev #creativecoding #generative