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pixls.us
| | acko.net
14.6 parsecs away

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| | Frame breakdown of Tuxedo Labs' voxel-based game
| | www.velanstudios.com
12.5 parsecs away

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| | [AI summary] The text describes the rendering pipeline of the Viper Engine used in the game Knockout City. It covers various stages including the initial 3D scene rendering, post-processing steps like distortion, bloom, tonemapping, and anti-aliasing, followed by UI rendering and the final backbuffer pass. The article also mentions future enhancements and invites interested readers to apply for the Viper Engine team.
| | solid-angle.blogspot.com
12.3 parsecs away

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| | Programmers don't generally have reels, but we do have blogs. I've been explaining the rendering work I did on BioShock Infinite quite a b...
| | www.reedbeta.com
34.8 parsecs away

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| Pixels and polygons and shaders, oh my!