Rune Skovbo Johansen

@runevision@mastodon.gamedev.place
2K Followers
112 Following
2.9K Posts
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest.
Website & bloghttps://runevision.com
YouTubehttps://www.youtube.com/c/runevision
Blueskyhttps://bsky.app/profile/runevision.bsky.social
I might be wrong. Anyway, turns out the color dilation Unity applies does not go all the way, leaving some transparent pixels still black, which is absolutely terrible for the smallest mip levels. I could swear the dilation used to cover all pixels, but might misremember that one too.
Didn't Unity use to let you inspect what color is stored in transparent pixels? Not in the RGB view, but in the individual R, G and B channel views? Now there's NO way to tell, short of slapping the texture on a material with a non-transparent shader and look at that. And no, I can't disable "alpha is transparency" because the color dilation that this feature enables is exactly what I want to inspect.

I found this postcard perfect view while exploring.

Also, the trees are now a bit more scruffy and not so smooth and rounded, which particularly changes how the tree coverage looks in the distance.
#ProcGen #GameDev

The tree leaves are now swaying in the wind. The "Grasslands - Stylized Nature" pack the trees are from actually already included a wind effect, but I implemented some simple tweaks to make it more to my liking. What do you think?
#GameDev #IndieGameDev

Here's a fly-by with the new trees. The fact that they cast/receive shadows even in the distance makes a huge difference compared to the old Unity billboard ones, which destroyed the sense of depth in the distance.
#ProcGen #GameDev

(Video of old trees here: https://mastodon.gamedev.place/@runevision/112186261304893345)

I got translucency working on the trees ☀️🌳

Hell yeah, let's stroll!

#GameDev #ProcGen

When I first used the new tree models, nothing felt satisfying to me anymore. It took me long to tweak misc aspects of the trees to isolate what it was I liked better about the old trees, to be able to replicate the same feeling with the new models. Here's how they first looked vs how they look now.
I've long needed to scrap Unity's built-in tree imposters which don't support shadows and use octahedral impostors plus GPU instancing instead. The tree models I used don't work with that (and look too small anyway), so had to find new tree models too. Finally found a combo that might work? #gamedev

Notes on atmospheric perspective and distant mountains
https://blog.runevision.com/2025/06/notes-on-atmospheric-perspective-and.html

On my recent vacation in Japan, I had ample opportunities to study views with distant mountains. And something about the shades at different distances clicked for me that’s now obvious in retrospect.

As I write in the post, a mystical stairway up through a cedar forest gave me a weirdly strong sense of three-dimensional depth. I got a question about that from @jkaniarz which made me reflect more on the reasons. 🧵
×
As I write in the post, a mystical stairway up through a cedar forest gave me a weirdly strong sense of three-dimensional depth. I got a question about that from @jkaniarz which made me reflect more on the reasons. 🧵
First of all, I think feeling small among huge shapes evoke a strong feeling of depth in general, but it may be diminished in familiar situations, such as being on a street with tall conventionally shaped buildings.
Second, distances feel greater when they're not horizontal. 100 meters down the (flat) street is nothing, but 100 meters up or down a steep incline feels huge.
Third, in most environments, you see mostly things close by (ground or wall) or mostly far away (horizon or sky) when looking in a given direction. But in forests, and inside huge buildings with many columns, you see near and far simultaneously, emphasizing depth.
Fourth, the cedar trees had huge tall trunks, which made it possible to see both high up in the air and far up the mountain side, without the view being obscured much by the tree canopies.
Fifth (and most speculatively), the sunlight being filtered through the trees produced little attention-grabbing highlights everywhere at various depths, which further enhanced the perception of depth.
So I think it's this powerful combination of multiple factors that reinforced each other: Huge uncommon shapes, verticality, seeing things both near and far simultaneously, partially unobstructed far views, and the lighting.