~30 games/engines/platforms including Fable, Splinter Cell, Total War, Dauntless, No Mans Sky, DeepMind Lab.
Lionhead/Microsft, Ubisoft, Google/DeepMind, SEGA, etc.
https://donw.io
https://github.com/Celtoys/
(this particular one was voxel cone tracing)
(this particular one was voxel cone tracing)
Standard CRT finally bolted in and my custom CRT is no longer necessary.
I can now delete 1000s of LOC that have caused years of pain.
There's a new startup race-condition in there but I'll find that easily enough.
Standard CRT finally bolted in and my custom CRT is no longer necessary.
I can now delete 1000s of LOC that have caused years of pain.
There's a new startup race-condition in there but I'll find that easily enough.
I have to decide whether to retire it or build a custom parser.
I have to decide whether to retire it or build a custom parser.
Getting some funky errors now because of some shortcuts I took, but it's nearly working! Can't wait to delete all that code.
Getting some funky errors now because of some shortcuts I took, but it's nearly working! Can't wait to delete all that code.
This is why academic geeks get stick for obfuscation. Using the SAME VARIABLE for DIFFERENT things, only changing their meaning based on the FONT WEIGHT.
I'd love to throw this in the bin but it's a good paper.
This is why academic geeks get stick for obfuscation. Using the SAME VARIABLE for DIFFERENT things, only changing their meaning based on the FONT WEIGHT.
I'd love to throw this in the bin but it's a good paper.
It could scale to planetary sizes like my modified Transvoxels.
Maybe one day I'll share the nicer shots :)
It could scale to planetary sizes like my modified Transvoxels.
Maybe one day I'll share the nicer shots :)
We got the PS1 game and I reverse-engineered mesh/texture/level formats, no source access.
In 3 days we recreated the first level, all AI and game logic in our engine.
We lost the contract to somebody else because Namco said what we did was "impossible."
We got the PS1 game and I reverse-engineered mesh/texture/level formats, no source access.
In 3 days we recreated the first level, all AI and game logic in our engine.
We lost the contract to somebody else because Namco said what we did was "impossible."
This was the research project on Spherical Harmonics with rotation that I used to implement it.
The flipcode post is still archived :) www.flipcode.com/archives/06-...
This was the research project on Spherical Harmonics with rotation that I used to implement it.
The flipcode post is still archived :) www.flipcode.com/archives/06-...
We built our all our own tools for this which were faster and higher quality than AMD, Crytek, Id, etc. So much fun.
We built our all our own tools for this which were faster and higher quality than AMD, Crytek, Id, etc. So much fun.
The only rendering feature it didn't reproduce was the shadowing.
The only rendering feature it didn't reproduce was the shadowing.
Prototype splatting tech for stable painterly rendering, running @ 30fps on an Xbox 360 in 2010.
For Fable Heroes (internally named Fable 4-Play); a game me and some Fable buddies started and promoted through Lionhead.
Prototype splatting tech for stable painterly rendering, running @ 30fps on an Xbox 360 in 2010.
For Fable Heroes (internally named Fable 4-Play); a game me and some Fable buddies started and promoted through Lionhead.
It was fast on a 2012 GTX 660 by walking the faces of the camera-centred LOD octree on the GPU.
This is a small sample of the kind of innovation that building the BVH & trace code in drivers is burying.
It was fast on a 2012 GTX 660 by walking the faces of the camera-centred LOD octree on the GPU.
This is a small sample of the kind of innovation that building the BVH & trace code in drivers is burying.
Say Hello to The Road to Point Reyes!
Say Hello to The Road to Point Reyes!