For example an artist sees a cube with 8 verts. But if that cube is flat shaded the GPU actually sees 24.
For example an artist sees a cube with 8 verts. But if that cube is flat shaded the GPU actually sees 24.
Turns out it's this interwoven web of operations, input state, and undo/redo. Not to mention any of the math / geometry.
The one bright side is that I have a really solid north star in the form of Blender.
Think I may write a blog or something about it
Turns out it's this interwoven web of operations, input state, and undo/redo. Not to mention any of the math / geometry.
The one bright side is that I have a really solid north star in the form of Blender.
Think I may write a blog or something about it
www.jendrikillner.com/books/
www.jendrikillner.com/books/
Followed this great tutorial: jason.today/gi
Followed this great tutorial: jason.today/gi
If this is at all similar to what you're looking for, lmk. I'd be happy to talk shop.
rithmgaming.itch.io/lob3d
password: flywithme
If this is at all similar to what you're looking for, lmk. I'd be happy to talk shop.
rithmgaming.itch.io/lob3d
password: flywithme
My implementation: github.com/maftkd/TAA/t...
My implementation: github.com/maftkd/TAA/t...
Used lettier.github.io/3d-game-shad... for reference but deviated a little bit in favor of something a little simpler.
Used lettier.github.io/3d-game-shad... for reference but deviated a little bit in favor of something a little simpler.
Lil' demo @ rithmgaming.itch.io/ambient-occl...
Lil' demo @ rithmgaming.itch.io/ambient-occl...
I enjoyed seeing the shadows and color bleeding, but when it came time to implementing actual material models (brdf, pdf), things got a little too mathematical for me... Will have to revisit another day.
I enjoyed seeing the shadows and color bleeding, but when it came time to implementing actual material models (brdf, pdf), things got a little too mathematical for me... Will have to revisit another day.
(Taking a detour to learn more about gfx programming)
rithmgaming.itch.io/pbr-demo
(Taking a detour to learn more about gfx programming)
rithmgaming.itch.io/pbr-demo
Use rain-power to moisten soil so plants can grow. Recharge by flying near bodies of water.
Use rain-power to moisten soil so plants can grow. Recharge by flying near bodies of water.
Actually though...
The mechanic allows plants to spread over a map via their fruit & seed.
Actually though...
The mechanic allows plants to spread over a map via their fruit & seed.
Is this game largely about upgrading cars & the vehicles themselves? Or is it more about maneuvering & velocity control? Is the game largely about physics and making things explode?
The interaction will show players your pillars.
Is this game largely about upgrading cars & the vehicles themselves? Or is it more about maneuvering & velocity control? Is the game largely about physics and making things explode?
The interaction will show players your pillars.
My implementation is pretty janky, but I still learned a lot!
Inspired by Mikkel Svendsen's talk on Cocoon:
www.youtube.com/watch?v=8kS1...
My implementation is pretty janky, but I still learned a lot!
The lighting information is compressed and stored in a 3D grid...
Objects like the sphere can then sample that grid to obtain indirect lighting info at runtime.
The lighting information is compressed and stored in a 3D grid...
Objects like the sphere can then sample that grid to obtain indirect lighting info at runtime.
Inspired by Mikkel Svendsen's talk on Cocoon:
www.youtube.com/watch?v=8kS1...
Inspired by Mikkel Svendsen's talk on Cocoon:
www.youtube.com/watch?v=8kS1...
Spread the love - fly nearby flowers to make more flowers.
Spread the love - fly nearby flowers to make more flowers.