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kottke.org | ||
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pixelesque.net
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| | | | | [AI summary] The author discusses implementing motion blur in the Imagine software by managing ray samples and avoiding aliasing through random shuffling. | |
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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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reindernijhoff.net
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| | | | | Just a repost of one of my first shaders on Shadertoy. This is a simple realtime path tracer, implemented in a WebGL fragment shader. The shader shows motion blur, depth of field and importance sampling. The path tracer is based | |
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makezine.jp
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| | | [AI summary] A blog post discussing crafts and DIY projects, featuring a series of articles and monthly archives, with links to social media platforms. | ||