Code inspiration and rendering resource

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impaktor
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Re: Code inspiration and rendering resource

Post by impaktor »

Seems like a good place to start, to learn of shaders:
https://thebookofshaders.com/
FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak »

SpaceEngine talking about their terrain upgrade, looks very nice!
http://spaceengine.org/news/blog171120/
impaktor
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Re: Code inspiration and rendering resource

Post by impaktor »

"Terrain rendering in less than 20 lines of code"
https://github.com/s-macke/VoxelSpace
impaktor
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Re: Code inspiration and rendering resource

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Metal Gear Solid V - Graphics Study
http://www.adriancourreges.com/blog/201 ... ics-study/
FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak »

"Visual Math" - visual based explanations of common gaming related mathematics.
http://blog.dimitridiakopoulos.com/2017 ... sual-math/
impaktor
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Re: Code inspiration and rendering resource

Post by impaktor »

I like the screenshots in this article "Game developers guide to graphical projections"
https://medium.com/retronator-magazine/ ... 3d051c137d
FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak »

People have talked about wanting to learn to write shaders before, well here's a very nice little introduction
http://hughsk.io/fragment-foundry/chapt ... world.html
FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak »

Black hole rendering

http://spiro.fisica.unipd.it/~antonell/schwarzschild/ <- realtime but no accretion disks, depth issues
http://rantonels.github.io/starless/ <- raytraced, looks awesome
https://unionassets.com/blog/the-effect ... l-lens-195 <- looks quite good, no accretion, depth issues
https://medium.com/@mariosubspace/black ... 7d93af9577 <- cheap, fast, naff
impaktor
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Re: Code inspiration and rendering resource

Post by impaktor »

@fluffyfreak, are any of those "within reach" for pioneer, considering the technology needed to get there, when it comes to rendering?
FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak »

Some are, but they have "issues" like they only work as a post-process effect so you cannot have objects, like your own ship, between the camera and the black hole :(

Sure that there's a way around that but currently unable to think of it, some depth testing perhaps. Would be crude but might work well enough.
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