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Code inspiration and rendering resource

Posted: Thu Dec 18, 2014 3:30 pm
by FluffyFreak
Simon Schreibt - Game Art Tricks

This has just had me fascinated all day, my current favourite that I want to implement being the Doom 3 Light Glow but all of these are worth reading up on.

if anyone suddenly wants a particular effect implementing then propose it and let me know! (nozmajner!)

Moderator Edit: First 6 posts are split from Art inspiration album

Re: Art inspiration album

Posted: Sat Dec 20, 2014 11:23 am
by impaktor
I wonder if anything on the diablo-3-resource-bubbles could be useful for rendering sunspots/star surface.

Re: Art inspiration album

Posted: Tue Mar 10, 2015 1:04 pm
by FluffyFreak
This... well this could also go in the Astronomy News section but since it's a rendering topic I'll... well...
How to draw a Black Hole
Geodesic raytracing in curved spacetime


With some pretty pictures and Python based source code so you can render things yourself :)

Re: Art inspiration album

Posted: Sat Apr 11, 2015 12:08 pm
by FluffyFreak
Previsouly I said that we wouldn't be seeing this kind of thing in a game, I may be wrong about that -> shadertoy black hole

Re: Art inspiration album

Posted: Wed Apr 29, 2015 8:20 pm
by FluffyFreak
Asteroid generation script amongst this awesome thread about DarkForces inspired game.

Also there's a script for 3DsMax but for those Blender types (Noz!!!) then you might be able to translate it across to your preferred modelling program.

Re: Art inspiration album

Posted: Mon Jun 01, 2015 7:03 pm
by impaktor
FluffyFreak wrote:This... well this could also go in the Astronomy News section but since it's a rendering topic I'll... well...
How to draw a Black Hole
Geodesic raytracing in curved spacetime


With some pretty pictures and Python based source code so you can render things yourself :)
FluffyFreak wrote:Previsouly I said that we wouldn't be seeing this kind of thing in a game, I may be wrong about that -> shadertoy black hole
Some nice pictures and videos of black holes, from a recent paper, as I understand it:
https://medium.com/starts-with-a-bang/a ... bb01b13843

Extra credits: a youtube game dev vlog

Posted: Sat Sep 26, 2015 2:22 am
by joonicks
found it today. some episodes are interesting.
https://www.youtube.com/user/ExtraCreditz

Moderator edit: merged to here.

Re: Code inspiration and rendering resource

Posted: Sun Sep 27, 2015 5:53 pm
by impaktor
I thought we might as well have a thread on code inspiration / related posts, and split out the ones we had in other places.

Now this isn't even related to pioneer in any way, but I thought it was pretty neat (press green arrow-thingy to see sorting in real time):
http://www.sorting-algorithms.com/

Re: Code inspiration and rendering resource

Posted: Mon Sep 28, 2015 12:35 pm
by impaktor

Re: Code inspiration and rendering resource

Posted: Mon Sep 28, 2015 10:28 pm
by bobtheterrible
How fast can this generate cities? If this could be implemented would you try and create cities upfront or would you try to create them on the fly? I would love to see procedural cities in Pioneer but I don't imagine it would be easy to integrate.