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Limbo dev open-sources its Unity 5 anti-aliasing tech

Following a talk on the topic at GDC last week, Limbo developer Playdead has released the source code for the temporal reprojection anti-aliasing solution used in its upcoming game Inside.

Alex Wawro, Contributor

March 22, 2016

1 Min Read

Following a talk on the topic at GDC in San Francisco last week, Limbo developer Playdead has released the source code (via GitHub) for the temporal reprojection anti-aliasing solution used in its upcoming game Inside.

Inside is Playdead's puzzle-platformer followup to its 2010 hit Limbo, and developers curious to see how the studio uses anti-aliasing to help achieve the games' signature look (see image below) may appreciate the opportunity to poke around in the code.

Since Inside is a Unity game, Playdead's temporal reprojection AA tech is geared for Unity 5, and is available (alongside a set of slides from Playdead's recent GDC talk) under an MIT open source license on the company's GitHub page.

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