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Author here. This article doesn't go into very deep details and I figure some people here might want to know more than what it says. If anyone has any questions here I'll be happy to answer them.
This is very cool. I am curious about the workflow, about how many work hours would you say it took from the moment you decided to ditch the HDRP to the time development for the fog solution was completed? Or if that’s too precise of a question, is this several weeks or many months worth of work, including time to compile and test, etc?
It's in the order of months. Largely because of performance optimisations and iterations due to feedback between me and Leo (the level artist in charge of setting it up). But also because of a number of annoying platform specific bugs. Some of which had to do with how new PS5 and Xbx (and thus their engine support) are.
Random looks really cool. I hope I can play it on Linux via Proton.
Thank you and please let me know how it works! I haven't used Linux at home in a few years and I didn't get around to test it myself.