Graphics, C++, C#, Shaders, Unity, Unreal, PC, Console, Mobile, cats.
github.com/arycama
mastodon.gamedev.place/@Arycama
twitter.com/BenSimsTech
Currently reworking the terrain shader, needs better height blending.
Currently reworking the terrain shader, needs better height blending.
End result is quite nice, only change between these pics is sun+view angle
End result is quite nice, only change between these pics is sun+view angle
I wrote a simple one, only handles a 1024 array, but can be expanded to larger arrays with multiple passes.
Not the most efficient method, but simple
I wrote a simple one, only handles a 1024 array, but can be expanded to larger arrays with multiple passes.
Not the most efficient method, but simple
Handy for packing positive float3 data into a single uint.
Convert to+from is 21 DXC instructions.
Handy for packing 3D data into a single int
Handy for packing positive float3 data into a single uint.
Convert to+from is 21 DXC instructions.
Handy for packing 3D data into a single int
arycama.github.io/2024/12/21/v...
arycama.github.io/2024/12/21/v...
I have many complex subjects I'd love to delve into, but what are some graphics/shader related techniques/topics you would be interested in knowing more about?
These won't be full tutorials though, some prior knowledge will be assumed
I have many complex subjects I'd love to delve into, but what are some graphics/shader related techniques/topics you would be interested in knowing more about?
These won't be full tutorials though, some prior knowledge will be assumed
10/10 background art too
10/10 background art too
Now I can importance sample underwater scenes nicely, handy as a base for more complex effects!
www.desmos.com/calculator/b...
(Left pic is numerical integration, right is analytical. Also handles large distances (eg far plane))
Now to invert it 😅
Now I can importance sample underwater scenes nicely, handy as a base for more complex effects!
www.desmos.com/calculator/b...
www.desmos.com/calculator/s...
www.desmos.com/calculator/s...
These are the two renderdoc captures, one is much more... pink. My X and Z values were always identical.
These are the two renderdoc captures, one is much more... pink. My X and Z values were always identical.
I think the spectrum texture looks okay, displacement has weird pixels in the corners though.
Do I need to add an extra row/column?
I think the spectrum texture looks okay, displacement has weird pixels in the corners though.
Do I need to add an extra row/column?
gamedevs go.bsky.app/JscC4Fx
queer go.bsky.app/3mxxW8g
lighting go.bsky.app/QADTe3H
gamedevs go.bsky.app/Hfdwrad
indies go.bsky.app/QVx789h
solo go.bsky.app/J9yPvq8
streamers go.bsky.app/AW8DjxC
designers 101 go.bsky.app/KFBJn7C
designers 102 go.bsky.app/BoEMZY8
#gamedev
gamedevs go.bsky.app/JscC4Fx
queer go.bsky.app/3mxxW8g
lighting go.bsky.app/QADTe3H
gamedevs go.bsky.app/Hfdwrad
indies go.bsky.app/QVx789h
solo go.bsky.app/J9yPvq8
streamers go.bsky.app/AW8DjxC
designers 101 go.bsky.app/KFBJn7C
designers 102 go.bsky.app/BoEMZY8
#gamedev
Temporal upscaling pass was writing to a 64 bit (Rgba16) instead of 32 bit (Rgb111110) texture. Changing this sped up the TAA and subsequent bloom pass by 0.3ms with no visual differences. (As alpha channel is unused)
A nice quick win!
Temporal upscaling pass was writing to a 64 bit (Rgba16) instead of 32 bit (Rgb111110) texture. Changing this sped up the TAA and subsequent bloom pass by 0.3ms with no visual differences. (As alpha channel is unused)
A nice quick win!
Got my name in credits on 2 AAA titles (AoE2 DE Xbox and Return to Rome), lots of optimisation on another AAA port which will be finished this year, finished building my house and moved in, went an entire year without changing studios, and made some spicy game engine tweets
Got my name in credits on 2 AAA titles (AoE2 DE Xbox and Return to Rome), lots of optimisation on another AAA port which will be finished this year, finished building my house and moved in, went an entire year without changing studios, and made some spicy game engine tweets
They're good if you have nowhere to start, but otherwise you're often better off just making a quick plan and then starting to build something.
They're good if you have nowhere to start, but otherwise you're often better off just making a quick plan and then starting to build something.
I do game-dev things, and graphics things, shader things. I recently updated my imposter baker/shader. Primary usage is for large amounts of foliage.
Having a few issues getting the normals to match up though!
I do game-dev things, and graphics things, shader things. I recently updated my imposter baker/shader. Primary usage is for large amounts of foliage.
Having a few issues getting the normals to match up though!