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colececil.dev | ||
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csantosbh.wordpress.com
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| | | | | This article is an extension to a previously discussed topic: How to perform large texture magnification for pixelated games without aliasing between texels. My first post described a method to achieve this by assuming that, during the whole time, your polygons remain approximately at the same size after they are rendered. Constant pixels with variable... | |
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www.ronja-tutorials.com
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| | | | | Often when doing VFX you want stuff to stick to the floor. Even when that floor is uneven. Or decals to make existing geometry more interresting, or you want blob shadows on uneven floor, or some other use-cases in the same direction. (note: I used the free "Nature Starter Kit 2" from the Unity Asset store throughout this tutorial) Unity has the concept of a "projector" for that, but I have to admit I dont quite trust them. | |
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www.joelotter.com
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| | | | | The game development landscape has changed significantly over the last few years (understatement of the century, but whatever). One of the most significant of these changes , especially for game developers - though it's one that often goes unnoticed - is the riseof screen resolution and aspect ratio fragmentation. | |
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vlad.website
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| | | In 2020, I started building my own 3D game engine from scratch in C++. Follow me through the process. | ||