Working on Misgiven and Tasty Grass Shader
Just because you got Volumetric Light, it doesn't mean that everything is shrouded by fog.
Just because you got Volumetric Light, it doesn't mean that everything is shrouded by fog.
Just because you have path tracing doesn't mean you crank all your lights by x10.
Just because you got PBR now doesn't mean all your surface should have 0.0 roughness.
Just because you have path tracing doesn't mean you crank all your lights by x10.
Just because you got PBR now doesn't mean all your surface should have 0.0 roughness.
Keep in mind: I barely scratched the surface here of what's possible, not to mention that SEE1 came out in 1999.
Happy Coding!
(5/5)
Keep in mind: I barely scratched the surface here of what's possible, not to mention that SEE1 came out in 1999.
Happy Coding!
(5/5)
The key is here that we batched multiple calculation together, processing 4 circles at once.
(4/5)
The key is here that we batched multiple calculation together, processing 4 circles at once.
(4/5)
With thinking of SIMD as "fast Vector4" there would be no room for improvement. (3/5)
With thinking of SIMD as "fast Vector4" there would be no room for improvement. (3/5)
Everything done in cozy C!
Github repo + Download: github.com/julhe/Andenk...
Gamepage: www.igjam.eu/jams/igjam-1...
Everything done in cozy C!
Github repo + Download: github.com/julhe/Andenk...
Gamepage: www.igjam.eu/jams/igjam-1...
My current solution...
My current solution...
* Cleaner Font + Google Material Icons
* Highlight for selected and hovered objects
* Basic light support with inverse square falloff and reinhard tonemapper.
* Lots of internal refactor: I have now a Core, Game and Editor context (like a normal person).
* Cleaner Font + Google Material Icons
* Highlight for selected and hovered objects
* Basic light support with inverse square falloff and reinhard tonemapper.
* Lots of internal refactor: I have now a Core, Game and Editor context (like a normal person).