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Florisium Profile
Florisium

@florisium

Followers
828
Following
990
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Statuses
175

Your calm escape into a uniquely blooming world. Join our community:

UK
Joined March 2020
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@florisium
Florisium
28 days
Florisium is finally out! 🌸 Play free now on iOS. After many years in development, we’re excited to share this calm little escape with you. Hope you enjoy it - and thanks for sharing!
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@florisium
Florisium
27 days
Your own plants become decorative elements in Florisium. A smooth, calm mobile decorating experience. Free to play now on iOS - check it out! What would your first cozy corner look like?
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@florisium
Florisium
28 days
here you can play it for free:
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@Kylyk_Games
Kylyk Games | Urban Jungle ✨️ DLC is OUT NOW ✨️
2 months
Guess the country we're heading to with our 🩷🪷✨first DLC✨🪷🩷
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@florisium
Florisium
2 months
Heading to @DevGAMM for the first-ever game showcase! Please find us there, say hi, and get a firsthand feel for the game.
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@florisium
Florisium
2 months
Thanks, Sebastian, for the cpp2better! It helped me save a substantial amount of CPU for heavy plant simulations, which is especially important on mobile platforms. Honestly, I would have to make a lot of additional efforts if not cpp2better!
@s4schoener
Sebastian Schöner
2 months
Do you want to improve the performance of your il2cpp Unity projects, without changing your code or your assets? My il2cpp build processor cpp2better is now officially available (on request). Reach out to me, details here: https://t.co/uqjfvpdTjb
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@florisium
Florisium
3 months
Wow! @x is hiding the post from the list (including the parent one!) that references Threads? Wow, just wow! How come we ended up here?
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@florisium
Florisium
3 months
Sunlight meets color, and I’m hooked. Proof that subsurface scattering deserves more hype. #flowers #mobilegame #cozygame #flowerlovers #homeplant #sandbox #simulationgames #subsurfacescattering
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@florisium
Florisium
3 months
Sometimes, the best things grow when you stop trying to control them. This tangled beast I grew up last week, think screenshotsaturday is the best time to share it. #screenshotsaturday #flowers #mobilegame #cozygame #flowerlovers #homeplant #sandbox #simulationgames #bee
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@florisium
Florisium
3 months
Autumn is here 🍁🍂🥀 #screenshotsaturday
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@florisium
Florisium
3 months
There are, of course, plenty of limitations (obvious and not-so-obvious) - I’ll dive into those next time😉 And finally, here are a few fresh in-game shots (and remember - the game is still about flowers!) (16/16)
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@florisium
Florisium
3 months
Bonus point: the same approach also gives cheap multi-point (and areal) lights support - in forward rendering, on mobile! 🎉🎉🎉 (15/16)
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@florisium
Florisium
3 months
Performance-wise, it’s similar to the previous method, but no texture fetches, all math is half-based, and only ~30–40 instructions per shape type. On an iPhone 15Pro, native res, it costs about 0.02–0.2 ms, depending on scene complexity and density (all blobs are combined to a
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@florisium
Florisium
3 months
Using this system, I built a small set (7 types) of analytical AO shapes that cover most in-game dynamic props. The result is much more detailed and believable than the old texture-based version. Left = old. Right = new. (13/16)
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@florisium
Florisium
3 months
Side views of cylindrical shapes also needed separate math (and again, the right image shows the ray-traced reference). (12/16)
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@florisium
Florisium
3 months
Rectangular shapes are trickier since they have hard edges. I ended up with a slightly different, yet still cheap, function that models the visibility per rectangle size - same logic as with cylinders. (11/16)
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@florisium
Florisium
3 months
The vertical part comes from the formula I showed earlier - nice and straightforward. The horizontal part, though, depends on how visibility changes with the distance to the surface and the surface’s own size. For a top-down projected cylinder, that relation is proportional to
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@florisium
Florisium
3 months
The 2D version is a good start - but it doesn’t capture the full picture. We need one more dimension to handle, which makes things trickier. Ideally, this should be a hemispherical integral of point visibility. In practice, I simplified it by splitting it into vertical and
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@florisium
Florisium
3 months
Luckily, this simplifies nicely since cos(arctan(x)) = x / sqrt(x² + 1). That gives a super lightweight, computation-friendly formula that still behaves like smooth, realistic occlusion. And can be easily extended with some additional parameters. You can play with the
desmos.com
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