> I find this to be the most elegant way to handle dithering
Yes, it's so simple, it can be applied in a single pass on a single pixel buffer. Because in convolution kernel terms - it's only sampling from half of a moor neighbourhood, and that half can be from pixels not yet processed in the same buffer when moving through them in order.
It's so simple it fits in a dweet ;P
https://www.dwitter.net/d/24142
> I've been looking to build an engine/game that approximates this art style: https://obradinn.com
Killedbyapixel took the above dweet for inspiration in the style of some of his proc gen art, although I haven't dug into the how yet. I suppose deeper game/object awareness integration could produce better results than merely piping the output of the renderer into the dither algorithm, perhaps even the rendering could be optimized by targetting dithering specifically.
https://www.fxhash.xyz/generative/4686