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belenalbeza.com
| | nonmateria.com
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| | [AI summary] The author discusses the development of a small 2D game engine for tile-based pixel art games, highlighting technical aspects like Lua scripting, love2d integration, and features such as tilemap rendering, collision detection, and dialog systems.
| | gameartsg.wordpress.com
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| | Currently I have an interest in creating environments with stylized graphics such as cel-shading. I am particularly interested in making my environments immersive and interesting to navigate in. In semester B I have looked at many practitioners working at the forefront of the games industry. Leonard Ritter is a programmer that is looking into organic...
| | blog.garrettallen.dev
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| | Another Ludum Dare down! This was a tough one for me. Nothing in particular made it tough by design, but I struggled more than ever. I'm going to keep this post-mortem brief, unlike my usual! The GOOD ?? Music The music of Tribulation played out fantastically. I ended up using Strofe, an AI system that generates music based on a few basic inputs. I was able to get music generated in roughly the style I was looking for, then use some basic editing with Audacity to tune it to exactly what I wanted.
| | auzaiffe.wordpress.com
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| In this blog post, you will find an implementation for importance sampling a VNDF (GGX-Smith) isotropic distribution that is 15% faster than the current state of the art and doesn't require building a local basis. Here is the HLSL implementation: float3 sample_vndf_isotropic(float2 u, float3 wi, float alpha, float3 n) { // decompose the floattor in...