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hd-prg.com | ||
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etodd.io
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| | | | | Parkour Ninja is still alive! And it's looking more like Mirror's Edge now, complete with first-person camera. The old direction of the game just had too much frustration and not enough fun. Hopefully things will change now. I re-integrated a physics engine, this timeBEPU physics, which is a screaming fast open-source XNA physics engine with unbelievable support. I was able to get my existing block simplification/rendering code to work with BEPU, so now you can add/remove blocks to/from existing objects on the fly. One cool side-effect of this ability is that I can also blast objects into smaller chunks... full-blown destruction is #1 on my list right now. | |
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www.froyok.fr
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| | | | | Portfolio and Blog about realtime 3D creations and tutorials by Froyok | |
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www.reedbeta.com
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| | | | | Pixels and polygons and shaders, oh my! | |
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diharaw.github.io
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| | | As an accompanying piece to my recently released Hybrid Rendering sample, this blog post dives into some of the techniques and optimizations used and will help anyone interested to understand the project. Before going any further let's answer the question "Why hybrid rendering?". In a typical rasterization based rendering pipeline, certain effects such as Global Illumination, Reflections and Soft Shadows have to be approximated using either screen space techniques, offline baking or other approaches which typically lead to less-than-believable results in many cases. | ||