Hey, I am Arganm. I study computer science at university.
I am a hobby dev (always on the lookout for artists of every kind), mostly working with Godot atm.
I am mostly interested in the specific PS2-era style of "action"-platformers (Jak, Ratchet, etc), though for the most part I just really love any video games and are passionate about the development process.
As I don't exactly have any of my own games that I am willing to showcase here, let me instead show you my biggest pride yet. A PS1-style bayer-dithering shader! (This might be trivial to you depending on your backround, but believe me, it was a milestone for me, and that's what matters)
Take a look at this:
There isn't much to see here yet. Just some colour-gradients.
But now take a look at what happens next:
Some good f'ing Bayer-Dithering! You probably know that the PS1 uses dithering to simulate a greater colour-depth then it has. Now the PS1 actually has a colour-depth of 24-bits, that is 8 bit per colour channel (or 255 different shades per colour) which is already the same colour depth still used by your monitor (unless you have like some deep-colour monitor). However to improve performance most PS1 games (for most of the time) stick to 15-bits of colour depth when rendering 3D-enviroments which is 5 bits per channel, or only 32 shades of each colour (and what I simulate on this picture)
But I am by no means limited to emulate what a PS1 does. I can bring down the number of channels even lower for a even more intense example of dithering:
Here there are 8 shades of red, 8 shades of green and 4 shades of blue.
And to bring it to it's limit:
Only 2 shades per colour. Isn't it beautiful? It's such a raw effect. I could play around with this stuff for ages.