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morad.in
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| | | | | Foreword After my previous articles I started looking for another game to dive into and I ran into the demo version of Shadows of the Tomb Raider. I thought the rendering of this game is probably already really interesting but with the recent patch to enable raytraced shadows it made it an even better target. [...] | |
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advances.realtimerendering.com
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| | | | | [AI summary] This course provides an in-depth look at the latest advancements in real-time graphics and rendering techniques used in modern game development. It features industry experts and researchers from leading game studios and companies, covering topics such as motion blur, global illumination, subsurface scattering, shadow rendering, and dynamic simulations. The course is structured into two parts, with each part offering practical insights into rendering pipelines, material models, and production-proven techniques. It is ideal for professionals in the game development industry and those seeking to understand cutting-edge real-time rendering methods. | |
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etodd.io
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| | | | | Okay, it's time to shed some light on this project. First off, my goal is to release on Xbox and, if possible, Steam (if not, I'll be looking at other online stores). I figure these are the two largest, most practical target markets. The release price will be between $1 and $5, with 100% of the proceeds going to charity (more on this later...). There are two main themes I want to nail in this game. The first is giving the player freedom to alter the game world; to literally change the world geometry by performing sweet parkour moves (jumps, flips, slides, etc.).The idea is, to create a wall, you simply jump into mid-air and perform a wall jumpas if the wall was there, and poof, it's there. Need to get through that annoying concrete barrier? No problem, slide... | |
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thisandthatthenextpart.wordpress.com
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| | | Visit the post for more. | ||