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procworld.blogspot.com | ||
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macoy.me
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| | | | | On Build Systems, Visual Aesthetic, and Other Terrors First of all, sorry for the stupid title. A coworker and friend of mine realized that our progress on our personal projects has been abysmal. Said coworker came up with a challenge to exchange one .gif every Friday showing the progress we made on our games. Gifs are more exciting than screenshots (a la reddit /r/gamedev's Screenshot Saturday), which makes the challenge more exciting. Anyways, here is my .gif for the very first week. It's pretty shitty... | |
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www.reedbeta.com
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| | | | | Pixels and polygons and shaders, oh my! | |
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0fps.net
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| | | | | Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of detail based rendering, so that distant terrain is rendered with less geometry. http://www.youtube.com/watch?v=4S1sYUHV20s In this... | |
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www.jakobmaier.at
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| | | In this project I wrote a monte-carlo path tracer in C++ with some nice features, including mesh rendering, direct light sampling and various different materials. | ||