I stumbled upon this meta-link. A vast collection of game developing resources:
http://www-cs-students.stanford.edu/~am ... eprog.html
I've already started digging through those that seem to address balance, and economy, as those are my two main interestes at the moment.
Code inspiration and rendering resource
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Re: Code inspiration and rendering resource
Right, Galaxy Rendering, or rendering a more dynamic galaxy, there's some fantastic information and descriptions here https://dexyfex.com/2016/09/09/galaxy-r ... revisited/
and here http://beltoforion.de/article.php?a=spi ... y_renderer
ooh and sourcecode for something here https://github.com/beltoforion/Galaxy-Renderer
and here http://beltoforion.de/article.php?a=spi ... y_renderer
ooh and sourcecode for something here https://github.com/beltoforion/Galaxy-Renderer
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Re: Code inspiration and rendering resource
Texture compression, loading and other stuff.
DDS/Dxt using my home grown shitty helper really isn't good enough for some things, texture with curves in them suffer heavily and generally our texture handling is... primitive.
Here we have a shiny new thing called "GST: GPU-decodable Supercompressed Textures", the idea being that it produces better quality textures that takes up very little space on disk and are still compressed in memory.
This is similar in some way to Crunch which is another option we've looked at and no-one bothered to try using in the past. It's recently been handed over too a new maintainer and has gained some Linux tool support which was a sticking point in the past.
Those are far from the only options though.
With a little pre-processing and runtime shader magic you can produce some very good results such as RGBV Texture Compression in DuckTales: Remastered that does a much nicer job on curves within textures whilst still reducing texture size to DXT5 levels.
DDS/Dxt using my home grown shitty helper really isn't good enough for some things, texture with curves in them suffer heavily and generally our texture handling is... primitive.
Here we have a shiny new thing called "GST: GPU-decodable Supercompressed Textures", the idea being that it produces better quality textures that takes up very little space on disk and are still compressed in memory.
This is similar in some way to Crunch which is another option we've looked at and no-one bothered to try using in the past. It's recently been handed over too a new maintainer and has gained some Linux tool support which was a sticking point in the past.
Those are far from the only options though.
With a little pre-processing and runtime shader magic you can produce some very good results such as RGBV Texture Compression in DuckTales: Remastered that does a much nicer job on curves within textures whilst still reducing texture size to DXT5 levels.
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Re: Code inspiration and rendering resource
Recently there's been a bunch of posts by people that I follow on Twitter about getting started in graphics programming and it sort of spread out into some other areas. SO here are some of the most interesting links
http://stephaniehurlburt.com/blog/2016/ ... rogramming
https://notes.underscorediscovery.com/shaders-a-primer/
Onto Noise stuff
http://scratchapixel.com/lessons/proced ... ise-part-1
http://scratchapixel.com/lessons/proced ... ise-part-2
http://catlikecoding.com/unity/tutorials/noise/
http://catlikecoding.com/unity/tutorial ... rivatives/
http://catlikecoding.com/unity/tutorials/simplex-noise/
Sky
http://scratchapixel.com/lessons/proced ... lating-sky
Generative art
http://inconvergent.net/generative/
Level/maps
https://selfsame.itch.io/unitywfc
http://www.beckylavender.co.uk/the-zeld ... rator.html
And Paul Bourke again of course
http://paulbourke.net/geometry/circlesphere/
Seriously back in 1994 or around then I swear Paul Bourke invented or wrote out just about every piece of interesting maths ever! (minor example of hyperbole there, minor though!).
http://stephaniehurlburt.com/blog/2016/ ... rogramming
https://notes.underscorediscovery.com/shaders-a-primer/
Onto Noise stuff
http://scratchapixel.com/lessons/proced ... ise-part-1
http://scratchapixel.com/lessons/proced ... ise-part-2
http://catlikecoding.com/unity/tutorials/noise/
http://catlikecoding.com/unity/tutorial ... rivatives/
http://catlikecoding.com/unity/tutorials/simplex-noise/
Sky
http://scratchapixel.com/lessons/proced ... lating-sky
Generative art
http://inconvergent.net/generative/
Level/maps
https://selfsame.itch.io/unitywfc
http://www.beckylavender.co.uk/the-zeld ... rator.html
And Paul Bourke again of course
http://paulbourke.net/geometry/circlesphere/
Seriously back in 1994 or around then I swear Paul Bourke invented or wrote out just about every piece of interesting maths ever! (minor example of hyperbole there, minor though!).
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Re: Code inspiration and rendering resource
A new implementation of atmospheric scattering with more comments and explanation as well as a BSD licensed implementation with tests!
https://ebruneton.github.io/precomputed ... cattering/
https://ebruneton.github.io/precomputed ... cattering/
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Re: Code inspiration and rendering resource
Two fantastic links here about procedural methods used in No Man's Sky and Horizon Zero Dawn:
Continuous World Generation in No Man's Sky
GPU-BASED PROCEDURAL PLACEMENT IN HORIZON ZERO DAWN
Continuous World Generation in No Man's Sky
GPU-BASED PROCEDURAL PLACEMENT IN HORIZON ZERO DAWN
Re: Code inspiration and rendering resource
https://opensource.googleblog.com/2017/ ... r-and.html
There be money to get for killing bugs. I'm not sure what criterion must be met for an OSS project to be eligible for funding to integrate OSS-Fuzz into their project. I assume games don't fulfil requirements, but it didn't say, and I looked for a whole minute :)
There be money to get for killing bugs. I'm not sure what criterion must be met for an OSS project to be eligible for funding to integrate OSS-Fuzz into their project. I assume games don't fulfil requirements, but it didn't say, and I looked for a whole minute :)
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- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
- Contact:
Re: Code inspiration and rendering resource
...and her blog post about procedural "generators"
http://galaxykate0.tumblr.com/post/1397 ... -generator
http://galaxykate0.tumblr.com/post/1397 ... -generator
Re: Code inspiration and rendering resource
Debian has an "Astro blend":
https://blends.debian.org/astro/
https://blends.debian.org/astro/