I'm learning to speak Japanese, Mandarin and German! Help me practice!
...The biggest problem with being multilingual is having to support *every* language on your site ^^; But EN/JP works for now. I'll get around to CN and DE some other time.
...The biggest problem with being multilingual is having to support *every* language on your site ^^; But EN/JP works for now. I'll get around to CN and DE some other time.
The SDF demo canvas thingy is now being updated properly, too!.. But for now, it's just a lovely sphere.
Previewed on a Z-Fold 5 because.. well, that's my phone!
Only the Contact and Gallery sections left to go! (and translation... ヤバイ)
The SDF demo canvas thingy is now being updated properly, too!.. But for now, it's just a lovely sphere.
Previewed on a Z-Fold 5 because.. well, that's my phone!
Only the Contact and Gallery sections left to go! (and translation... ヤバイ)
I'll get around to animating it all later, but embedding a video preview of projects was a brilliant idea..!
I'll get around to animating it all later, but embedding a video preview of projects was a brilliant idea..!
..Although I'm still missing half the bloody Icons, I'm pretty happy with it so far!
I've been working on the shader demo too, but ReactJS makes managing a simple Canvas far more difficult than it needs to be 🙃
..Although I'm still missing half the bloody Icons, I'm pretty happy with it so far!
I've been working on the shader demo too, but ReactJS makes managing a simple Canvas far more difficult than it needs to be 🙃
The Red part is a canvas element, which will eventually host a little shader demo :D
For now, while I'm still figuring out the overall structure of the site, this'll do
The Red part is a canvas element, which will eventually host a little shader demo :D
For now, while I'm still figuring out the overall structure of the site, this'll do
I had an absolute blast last year; If you're going, say hi!
graphicsprogrammingconference.com
I had an absolute blast last year; If you're going, say hi!
graphicsprogrammingconference.com
The Landing page seems like a logical next step!
The Landing page seems like a logical next step!
For what it's worth, React is still better than hacking HTML with vanilla JS. But I'd still prefer to do the whole damn thing in C, honestly.
For what it's worth, React is still better than hacking HTML with vanilla JS. But I'd still prefer to do the whole damn thing in C, honestly.
I've done a bit of greyboxing (yes, that's a gamedev term - I'm not a web dev!) in draw.io - a lovely little tool, if you haven't encountered it already.
And now it's time for me to remember why I hate React JS so much... 😅
I've done a bit of greyboxing (yes, that's a gamedev term - I'm not a web dev!) in draw.io - a lovely little tool, if you haven't encountered it already.
And now it's time for me to remember why I hate React JS so much... 😅
To get this working, I had to trace for t_max. Which took me longer to figure out than I'd like to admit ^^;
But now objects can be transparent, and refract light!
To get this working, I had to trace for t_max. Which took me longer to figure out than I'd like to admit ^^;
But now objects can be transparent, and refract light!
This bit was quite easy, but the next part...
This bit was quite easy, but the next part...
To start, here's my first little scene :D
#raymarching #shaders #glsl
To start, here's my first little scene :D
#raymarching #shaders #glsl
I'm starting to have more fun with this now!
I'm starting to have more fun with this now!
Setting up SBT bindings aside, it's honestly quite painless to trace rays through Vulkan! I'm enjoying it quite a bit!
I guess i'll do Indirect lighting next...!
Setting up SBT bindings aside, it's honestly quite painless to trace rays through Vulkan! I'm enjoying it quite a bit!
I guess i'll do Indirect lighting next...!
I feel like I've finally got a solid understanding of the fundamentals; Just, some of the maths is still a little scary 😅
I feel like I've finally got a solid understanding of the fundamentals; Just, some of the maths is still a little scary 😅
It's all coming together... Well, it'll have to, we only have a couple hours left!!
It's all coming together... Well, it'll have to, we only have a couple hours left!!
... Until the other team notices that you exist, and decide to ruin your day 😅
Maybe we bullied them too much in Frontlines...
... Until the other team notices that you exist, and decide to ruin your day 😅
Maybe we bullied them too much in Frontlines...
I feel like this should be the promo image for our little game lmao
I feel like this should be the promo image for our little game lmao
It's starting to look like a game!
It's starting to look like a game!
We're at the point in the Jingle Jam now where our core mechanics are there... just, we haven't actually put things together yet (or made UI!)
This deadline's gonna be tight - I'm pretty busy this week - but we'll at the very least have a cool demo :D
We're at the point in the Jingle Jam now where our core mechanics are there... just, we haven't actually put things together yet (or made UI!)
This deadline's gonna be tight - I'm pretty busy this week - but we'll at the very least have a cool demo :D
We now have Skills! (well, *a* skill, but still!)
Unity's ScriptableObjects are pretty neat; In this little system, each skill can have unique behaviour, while being easily editable!
It's nice to use an engine for once, not just make one :D
We now have Skills! (well, *a* skill, but still!)
Unity's ScriptableObjects are pretty neat; In this little system, each skill can have unique behaviour, while being easily editable!
It's nice to use an engine for once, not just make one :D
DirectX 12 makes it pretty easy to get a renderer up and running compared to Vulkan... But I still don't like the amount of ID3D12Whatever-pointer-to-pointer-like interfaces in the API
DirectX 12 makes it pretty easy to get a renderer up and running compared to Vulkan... But I still don't like the amount of ID3D12Whatever-pointer-to-pointer-like interfaces in the API
I spent some time cooking up a neat little Character controller with spline-based camera movement. Next up, Skills!
This is my first time working in Unity in years - I'm loving it so far! (apart from the Animation system...)
I spent some time cooking up a neat little Character controller with spline-based camera movement. Next up, Skills!
This is my first time working in Unity in years - I'm loving it so far! (apart from the Animation system...)