✨ Interested in graphics/ray tracing :]
🐰 Infinite supply of bunny pictures
🌸 video gamez https://stdlynn.itch.io/
This first batch covers a wide range of moods in the vein of orchestral fantasy with medieval folk and hybrid electronic elements, mixing JRPG and western styles.
This first batch covers a wide range of moods in the vein of orchestral fantasy with medieval folk and hybrid electronic elements, mixing JRPG and western styles.
This has been an incredibly fun experience, building this from the ground up, working together with designers and artists!
Engine: youtu.be/uvLZn1X_R0Q
Game: buas.itch.io/zentera
This has been an incredibly fun experience, building this from the ground up, working together with designers and artists!
Engine: youtu.be/uvLZn1X_R0Q
Game: buas.itch.io/zentera
I distincly remember thinking that this game looked really cool when I saw the canyon scene. ✨
It then took 3 seconds for Scaraks to appear and I knew I was in love! ❤️🐜
#SaveHytale
I distincly remember thinking that this game looked really cool when I saw the canyon scene. ✨
It then took 3 seconds for Scaraks to appear and I knew I was in love! ❤️🐜
#SaveHytale
Please check it out 💜💙
Please check it out 💜💙
In this thread, the White Cylinder is the Camera Target (slightly above the player!), and the Orange Cones represent the "vertical dead zone" where the camera won't follow player movement.
In this thread, the White Cylinder is the Camera Target (slightly above the player!), and the Orange Cones represent the "vertical dead zone" where the camera won't follow player movement.
The article describes how to improve beyond SBVH quality, often significantly. Results are compared to full-sweep, binned SAH and the H-PLOC.
In short: Off-line BVH construction can double ray tracing performance.
jacco.ompf2.com/2025/05/20/b...
The article describes how to improve beyond SBVH quality, often significantly. Results are compared to full-sweep, binned SAH and the H-PLOC.
In short: Off-line BVH construction can double ray tracing performance.
jacco.ompf2.com/2025/05/20/b...
Our students used path tracing, BVHs, reprojection, blue noise, post-processing, importance sampling, MIP-mapping, bilinear interpolation and tons of other ingredients to build a CPU ray tracer + game. Behold, the gamedevs of 2028!
Our students used path tracing, BVHs, reprojection, blue noise, post-processing, importance sampling, MIP-mapping, bilinear interpolation and tons of other ingredients to build a CPU ray tracer + game. Behold, the gamedevs of 2028!
github.com/mxcop/src-dgi
github.com/mxcop/src-dgi
gikster.dev/posts/Ocean-...
gikster.dev/posts/Ocean-...
m4xc.dev/blog/surfel-...
m4xc.dev/blog/surfel-...
jacco.ompf2.com/2025/01/24/t...
This discusses basic setup, tracing rays, alternative BVH layouts, refitting, TLAS/BLAS setup.
The second part of the manual will contain more advanced topics.
Comments welcome.
jacco.ompf2.com/2025/01/24/t...
This discusses basic setup, tracing rays, alternative BVH layouts, refitting, TLAS/BLAS setup.
The second part of the manual will contain more advanced topics.
Comments welcome.
A fun practice in both research and creativity, trying to apply real life animal biology and behaviour to a fantasy creature.
.
{ #HytaleFanArt #Dragon }
A fun practice in both research and creativity, trying to apply real life animal biology and behaviour to a fantasy creature.
.
{ #HytaleFanArt #Dragon }
youtu.be/_Lb7uM_1AGo?...
youtu.be/_Lb7uM_1AGo?...
Well do I have a god awful solution for you! :D
Just wrap your types into this class and you'll be free of warnings—such convenience, wow! ^v^
Well do I have a god awful solution for you! :D
Just wrap your types into this class and you'll be free of warnings—such convenience, wow! ^v^