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<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><description></description><title>Hitbox Team</title><generator>Tumblr (3.0; @hitboxteam)</generator><link>https://hitboxteam.tumblr.com/</link><item><title>Spire now uses a single pass forward shader instead of unitys...</title><description>&lt;img src="https://64.media.tumblr.com/fe6d2c9ccb7745b0b067490af1749d6e/tumblr_olaa468HSw1s3b9x9o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Spire now uses a single pass forward shader instead of unitys deferred pipeline. This enables MSAA for anti-aliasing instead of expensive post-AA solutions. We also get a slight speed increase.&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/157164715601</link><guid>https://hitboxteam.tumblr.com/post/157164715601</guid><pubDate>Sun, 12 Feb 2017 17:50:30 -0500</pubDate></item><item><title>Hitbox Team - Spire progress report</title><description>&lt;a href="http://hitboxteam.com/spire-progress-report"&gt;Hitbox Team - Spire progress report&lt;/a&gt;: &lt;p&gt;Spire is coming along nicely!  Here is a progress report of where things are at now, with plenty of pictures.&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/146725855046</link><guid>https://hitboxteam.tumblr.com/post/146725855046</guid><pubDate>Thu, 30 Jun 2016 19:31:21 -0400</pubDate><category>spire</category><category>game development</category></item><item><title>Photo</title><description>&lt;img src="https://64.media.tumblr.com/11c1a8c075a8248f1980f10cdfee87c5/tumblr_o8wnxjvwxc1s3b9x9o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;</description><link>https://hitboxteam.tumblr.com/post/146052638226</link><guid>https://hitboxteam.tumblr.com/post/146052638226</guid><pubDate>Fri, 17 Jun 2016 03:39:19 -0400</pubDate></item><item><title>Baked lighting now has a lot more control and speed is greatly...</title><description>&lt;img src="https://64.media.tumblr.com/2e30290d2b22f40a9efdabe11c454057/tumblr_o3bnehQWJY1s3b9x9o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Baked lighting now has a lot more control and speed is greatly improved, Now I can get the light bouncing a lot further while still being fast to calculate. &lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/140223852001</link><guid>https://hitboxteam.tumblr.com/post/140223852001</guid><pubDate>Mon, 29 Feb 2016 13:30:17 -0500</pubDate></item><item><title>Working on run-time baked light bounces on Directional lights....</title><description>&lt;img src="https://64.media.tumblr.com/2f08862ebe4e06c21f67c4eb4fef2c14/tumblr_o385dnsSbi1s3b9x9o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Working on run-time baked light bounces on Directional lights. Data is stored in a 3D texture so dynamic and static objects are light correctly.&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/140106440801</link><guid>https://hitboxteam.tumblr.com/post/140106440801</guid><pubDate>Sat, 27 Feb 2016 16:08:11 -0500</pubDate><category>Spire</category><category>VolumetricLighting</category><category>BakedLighting</category></item><item><title>Got my new lighting working with spire, Modified it a bit to get...</title><description>&lt;img src="https://64.media.tumblr.com/f21a105a18c6b9d32ad3661992440ac6/tumblr_o30uy1dnXi1s3b9x9o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Got my new lighting working with spire, Modified it a bit to get the baked lighting working with the volumetric pass. On vs Off. Looking forward to merging with Terence’s branch so I can see it running in real levels.&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/139873080211</link><guid>https://hitboxteam.tumblr.com/post/139873080211</guid><pubDate>Tue, 23 Feb 2016 17:39:37 -0500</pubDate></item><item><title>Some Custom lighting benchmarks, nearly 4 to 14 times faster...</title><description>&lt;img src="https://64.media.tumblr.com/c3e21c50afe65905c1cd227531525b97/tumblr_nzqfqaSnvI1s3b9x9o1_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="https://64.media.tumblr.com/2e04d2c67a00a711b53e752c5d48b318/tumblr_nzqfqaSnvI1s3b9x9o2_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;p&gt;Some Custom lighting benchmarks, nearly 4 to 14 times faster then &lt;a class="tumblelog" href="http://tmblr.co/mi_lmpdRAt6o-GVn_TYBk-A"&gt;@unity3d&lt;/a&gt; lighting!&lt;br/&gt;(black panel is the same scene with no lighting)&lt;br/&gt;&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/135672007531</link><guid>https://hitboxteam.tumblr.com/post/135672007531</guid><pubDate>Mon, 21 Dec 2015 18:54:10 -0500</pubDate><category>lighting</category><category>volumetric</category></item><item><title>Volumetric lighting with coloured light cookies. Just about...</title><description>&lt;img src="https://64.media.tumblr.com/1ccbb49dedf067455bc606d9e89d31c1/tumblr_nzdfdxigYc1s3b9x9o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Volumetric lighting with coloured light cookies. Just about finished replacing unity’s lighting system.&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/135213729771</link><guid>https://hitboxteam.tumblr.com/post/135213729771</guid><pubDate>Mon, 14 Dec 2015 18:17:57 -0500</pubDate><category>VolumetricLighting</category></item><item><title>Soft Shadows in my new lighting system. Uses 4x4 PCF with some...</title><description>&lt;img src="https://64.media.tumblr.com/554128876920b69e41b3c3961724d03c/tumblr_nye4w5zsOi1s3b9x9o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Soft Shadows in my new lighting system. Uses 4x4 PCF with some extra noise added. Downside is the dual light maps need to sample twice (32 vs 16 samples). Might have to drop it down to 2x2&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/133952645151</link><guid>https://hitboxteam.tumblr.com/post/133952645151</guid><pubDate>Wed, 25 Nov 2015 16:55:17 -0500</pubDate></item><item><title>So I’ve complete replaced unity’s realtime lighting system. It...</title><description>&lt;img src="https://64.media.tumblr.com/b83d269f6be92a6f88a1b9309aa19974/tumblr_nxeqv8qQbh1s3b9x9o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;So I’ve complete replaced unity’s realtime lighting system. It was too slow for the amount of dynamic lights we needed for Spire. My system supports Realtime volumetric lighting. Cant wait to add it to spire! &lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/132678302276</link><guid>https://hitboxteam.tumblr.com/post/132678302276</guid><pubDate>Fri, 06 Nov 2015 14:16:20 -0500</pubDate></item><item><title>Had an idea for a hybrid dynamic/baked shadow system for a...</title><description>&lt;img src="https://64.media.tumblr.com/42f37e011b8a82925204d1d48f81c93a/tumblr_nu6lvvZGW41s3b9x9o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Had an idea for a hybrid dynamic/baked shadow system for a while, Got it working today.&lt;/p&gt;&lt;p&gt;Huge FPS boost in exchange for some VRAM. Lights will re-bake shadows if anything moves with in the area. The fps drop for re-baking is still faster then unity’s shadows.&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/128373526536</link><guid>https://hitboxteam.tumblr.com/post/128373526536</guid><pubDate>Fri, 04 Sep 2015 22:07:07 -0400</pubDate><category>spire unity Shadows</category></item><item><title>Pathfinding Navmesh with character radius offsets, Got the...</title><description>&lt;img src="https://64.media.tumblr.com/f43430d4a9ce9a50eab7f0bb007e4f17/tumblr_nt1snh0V9V1s3b9x9o1_500.gifv"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Pathfinding Navmesh with character radius offsets, Got the offset working with navmesh cuts. Time to work on something else.&lt;br/&gt;&lt;br/&gt;&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/126630656621</link><guid>https://hitboxteam.tumblr.com/post/126630656621</guid><pubDate>Thu, 13 Aug 2015 21:11:41 -0400</pubDate><category>pathfinding</category><category>ai</category><category>spire</category><category>indie</category></item><item><title>Wall offsets for each Character radius. Now large enemies wont...</title><description>&lt;img src="https://64.media.tumblr.com/7505e7509254d298c2f2035753820ff1/tumblr_nsy1d4mRc31s3b9x9o1_500.gifv"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Wall offsets for each Character radius. Now large enemies wont try and fit into small spaces and pathfinding wont hug the walls so much. I’ll round the corners and finalize the jump connections tomorrow.&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/126465640736</link><guid>https://hitboxteam.tumblr.com/post/126465640736</guid><pubDate>Tue, 11 Aug 2015 20:29:28 -0400</pubDate></item><item><title>Prop/nicknack blueprints system is nearly finished. This shelf...</title><description>&lt;img src="https://64.media.tumblr.com/4a45d7cfbb797f3bac8a45d0f4df3b58/tumblr_nrwcmdrbFM1s3b9x9o1_500.gifv"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Prop/nicknack blueprints system is nearly finished. This shelf is populated from only 8 different nicknack blueprints so far. each blueprint has many random values to add even more variance. &lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/124756321371</link><guid>https://hitboxteam.tumblr.com/post/124756321371</guid><pubDate>Wed, 22 Jul 2015 12:03:49 -0400</pubDate></item><item><title>Photo</title><description>&lt;img src="https://64.media.tumblr.com/19869d72a5ec11be9137bd0520a7c182/tumblr_nque0i7CmZ1tttl5qo1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;</description><link>https://hitboxteam.tumblr.com/post/123001710971</link><guid>https://hitboxteam.tumblr.com/post/123001710971</guid><pubDate>Thu, 02 Jul 2015 00:05:19 -0400</pubDate></item><item><title>After merging builds with Terence, Spire is starting to look...</title><description>&lt;img src="https://64.media.tumblr.com/d38cb67cf7276814a8e2cc1990764135/tumblr_nqbs8ehIPZ1s3b9x9o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;After merging builds with Terence, Spire is starting to look like a real video game.&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/122133449156</link><guid>https://hitboxteam.tumblr.com/post/122133449156</guid><pubDate>Sun, 21 Jun 2015 22:57:50 -0400</pubDate></item><item><title>

Finally plugged the baked volumetric light volumes into the...</title><description>&lt;img src="https://64.media.tumblr.com/572e0e378d615fc2c431638f99c6c1b1/tumblr_nq7t2cOtBW1s3b9x9o1_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="https://64.media.tumblr.com/7e38f49e3a4fb2b3cabd29ff6fa195ab/tumblr_nq7t2cOtBW1s3b9x9o2_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;p&gt;

Finally plugged the baked volumetric light volumes into the level generator. The light from the next room bleeds around the cooridor corner.&lt;br/&gt;&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/121955642786</link><guid>https://hitboxteam.tumblr.com/post/121955642786</guid><pubDate>Fri, 19 Jun 2015 19:25:24 -0400</pubDate><category>spire</category><category>lighting</category></item><item><title>lifeformed:



I was making some instruments and I thought...</title><description>&lt;iframe class="tumblr_audio_player tumblr_audio_player_121259605201" src="https://hitboxteam.tumblr.com/post/121259605201/audio_player_iframe/hitboxteam/tumblr_nprvnwJk1T1qg0vhb?audio_file=https%3A%2F%2Fa.tumblr.com%2Ftumblr_nprvnwJk1T1qg0vhbo1.mp3" frameborder="0" allowtransparency="true" scrolling="no" width="540" height="85"&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;a href="http://lifeformed.com/post/121259577517/i-was-making-some-instruments-and-i-thought" class="tumblr_blog"&gt;lifeformed&lt;/a&gt;:&lt;/p&gt;

&lt;blockquote&gt;&lt;p&gt;

I was making some instruments and I thought something like this would be cool in a safe grove area for Spire.  Simple and sparse, evoking a sense of space.&lt;br/&gt;&lt;/p&gt;&lt;/blockquote&gt;</description><link>https://hitboxteam.tumblr.com/post/121259605201</link><guid>https://hitboxteam.tumblr.com/post/121259605201</guid><pubDate>Thu, 11 Jun 2015 05:00:39 -0400</pubDate></item><item><title>Photo</title><description>&lt;img src="https://64.media.tumblr.com/056401d432b3adeebaa6d52abbae30ca/tumblr_npoz5aoDYP1tttl5qo1_500.gifv"/&gt;&lt;br/&gt;&lt;br/&gt;</description><link>https://hitboxteam.tumblr.com/post/121125651176</link><guid>https://hitboxteam.tumblr.com/post/121125651176</guid><pubDate>Tue, 09 Jun 2015 15:22:37 -0400</pubDate></item><item><title>Spire - Summoner Attack</title><description>
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&lt;/video&gt;
&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Spire - Summoner Attack&lt;/p&gt;</description><link>https://hitboxteam.tumblr.com/post/120793400085</link><guid>https://hitboxteam.tumblr.com/post/120793400085</guid><pubDate>Fri, 05 Jun 2015 15:08:03 -0400</pubDate></item></channel></rss>
