Working on VR landscape visualization with Godot. Maintaining Geodot: https://github.com/boku-ilen/geodot-plugin
My presentation on foliage rendering in #Godot is already up on YouTube: www.youtube.com/watch?v=U2nB...
And I also shared my slides here: slides.com/hexaquo/plan...
My presentation on foliage rendering in #Godot is already up on YouTube: www.youtube.com/watch?v=U2nB...
And I also shared my slides here: slides.com/hexaquo/plan...
He mentions there is an open source alternative to speedtree, which he has barely heard mentioned: EZ tree: www.eztree.dev
It even has an in-browser 3D viewer in which you can try different seeds for the trees!
He mentions there is an open source alternative to speedtree, which he has barely heard mentioned: EZ tree: www.eztree.dev
It even has an in-browser 3D viewer in which you can try different seeds for the trees!
Want to see these slides (and many more) live? Then join my presentation on November 11th at GodotFest in Munich :)
#godot #gamedev
Want to see these slides (and many more) live? Then join my presentation on November 11th at GodotFest in Munich :)
#godot #gamedev
#gamedev #gamedevelopment #indiedev #pixelart #gameart
#gamedev #gamedevelopment #indiedev #pixelart #gameart
abx.digitalfeed.net/list.html
abx.digitalfeed.net/list.html
The first is a custom mesh, where each quad of the mesh is extended along the normals.
The second is are multimeshes of quads, where the normal is based on the vertex position relative to the center of the multimesh.
#GodotEngine
The first is a custom mesh, where each quad of the mesh is extended along the normals.
The second is are multimeshes of quads, where the normal is based on the vertex position relative to the center of the multimesh.
#GodotEngine
themaister.net/blog/2025/10...
themaister.net/blog/2025/10...
www.youtube.com/watch?v=ofA6...
www.youtube.com/watch?v=ofA6...
One thing that seems to be missing is CPU-side depth sorted transparency, which I implemented in SHG's COD branch and IIRC Treyarch had also
One thing that seems to be missing is CPU-side depth sorted transparency, which I implemented in SHG's COD branch and IIRC Treyarch had also
Rendering is based on this great tutorial (hexaquo.at/pages/grass-...) by @hexaquo.at
Placement is done with ProtonScatter (github.com/HungryProton...) by @hungryproton.bsky.social
#GodotEngine #IndieDev #shader #grass #rendering
Rendering is based on this great tutorial (hexaquo.at/pages/grass-...) by @hexaquo.at
Placement is done with ProtonScatter (github.com/HungryProton...) by @hungryproton.bsky.social
#GodotEngine #IndieDev #shader #grass #rendering
In our new #TPAMI paper, we show how to learn it fast (5 mins of capture!) with Lens Blur Fields ✨
With it, we can tell apart ‘identical’ phones by their optics, deblur images, and render realistic blurs.
In our new #TPAMI paper, we show how to learn it fast (5 mins of capture!) with Lens Blur Fields ✨
With it, we can tell apart ‘identical’ phones by their optics, deblur images, and render realistic blurs.
Developed by Wicked Studios.
Developed by Wicked Studios.
Was cool getting to edit some engine code for the first time to enable this effect! #gamedev