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therealmjp.github.io
| | www.velanstudios.com
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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.
| | www.reedbeta.com
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| | Pixels and polygons and shaders, oh my!
| | morad.in
5.7 parsecs away

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| | Foreword After my previous articles I started looking for another game to dive into and I ran into the demo version of Shadows of the Tomb Raider. I thought the rendering of this game is probably already really interesting but with the recent patch to enable raytraced shadows it made it an even better target. [...]
| | colececil.dev
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| When I started using pixel art in game development, I assumed that it would easily work at any screen resolution, since modern screen resolutions are much hi...