3D Material Capture
by 2darray
PicoWars - Advance Wars Demake
Woodoku
Wasteland Warriors Capture The Flag
Rainbow Monster Impostor Catcher
Solitaire Chess
Quick Capture
Onitama chess-like abstract strategy boardgame
Tetrachess
Poke the Mongo
PICO-8 Jam 2
Brexit the game
Amogus.io
Checkers Legend
Magikmon
Monster Catcher
Squid Mission Hunter Online
Zombie Catcher Online
Idle Arks: Sail and Build
Splitter
Obeylings 1.1
hypercolor_paint
Missile Command
Mildew's Haunted House
Alien Abduction
Hungry Potato
60 FPS Interlace Color Test
Snack Scoffer
Money Movers 3
Mob Control
Princess Fall Flannels
Wind Soldier
Bonnie Follow Me To
Color Galaxy
Magic Circus - Match 3
Lost in Time
Ellie Cinema Flirting
Airport Clash 3D
Winter Clash 3D
Dino: Merge and Fight
Pac Xon RU
Impostor Zombrush
Spidey Man Rescue Online
Feudalism 3
Stickman Troll- Thief Puzzle
KillMaster Secret Agent
Russian Draughts
Mini Clash War Z
Hexagon
3D Material Capture
Material Capture, or 'matcap' for short, is a really neat technique, and now that I've learned about it, I'm pretty surprised that it doesn't come up more often in gamedev conversations. It's great! Here's a pico8 implementation of the concept: it draws approximated realtime reflections on 3D meshes.
There are three settings that you can change while it's running:
RightLeft: Switch materials
UpDown: Fast-mode Slow-mode
OX: Switch models
Fast-mode is kind of like a vertex shader in modern 3D engines (the material texture is only sampled along the edges of triangles). Slow-mode is kind of like a pixel shader (except there's no GPU to give it a speed boost)