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kottke.org
| | pixelesque.net
6.6 parsecs away

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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.
| | etodd.io
6.8 parsecs away

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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.
| | reindernijhoff.net
7.1 parsecs away

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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
| | makezine.jp
31.7 parsecs away

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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.