|
You are here |
et1337.wordpress.com | ||
| | | | |
cowboyprogramming.com
|
|
| | | | | [AI summary] This article discusses techniques for creating realistic bullet hole effects in video games using parallax mapping and decal methods, focusing on shader programming and 3D modeling. | |
| | | | |
etodd.io
|
|
| | | | | In the wake of this brief description of my component binding system, I was asked to provide more details on its implementation. This article is my best attempt to do so! This is a tale of intrigue, excitement, and wonder, in which I try to implement a component-entity system in C#, and stumble upon a remarkable paradigm that merges components with data binding. Note: If you don't have at least a vague concept of component-entity design,read this article first. | |
| | | | |
alain.xyz
|
|
| | | | | An overview of various ray operations, their similarities, differences, and how to implement each type of ray operation in real time rendering. | |
| | | | |
chetanjags.wordpress.com
|
|
| | | Image Based Lighting is used to implement ambient lighting for dynamic objects coming from static objects in a game level. In most cases, it is used for specular lighting or reflections. In this process lighting information at thepotential point of interests is stored in a special type of cube maps called Light probes. These Light... | ||