Florisium
@florisium
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Your calm escape into a uniquely blooming world. Join our community:
UK
Joined March 2020
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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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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Guess the country we're heading to with our 🩷🪷✨first DLC✨🪷🩷
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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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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!
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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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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btw, you can check HDR version of these images on Threads - completely different atmosphere! https://t.co/9TunFH71Gn
threads.com
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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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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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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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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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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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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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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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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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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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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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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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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