This is not inspiration... this is mockery! http://delacian.tumblr.com/
FFS look at all that
Code inspiration and rendering resource
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Re: Code inspiration and rendering resource
Just a thought but Ysaneya, who wrote the Infinity engine used to post on GameDev.net in his Journal.
There's a wealth of technical detial in those posts even though many of the images have been lost over time.
There's a wealth of technical detial in those posts even though many of the images have been lost over time.
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Re: Code inspiration and rendering resource
Brilliant collection of examples for OpenGL for 3.2 through to 5.0!!!
https://github.com/g-truc/ogl-samples
and for Vulkan there's
https://github.com/SaschaWillems/Vulkan
https://github.com/g-truc/ogl-samples
and for Vulkan there's
https://github.com/SaschaWillems/Vulkan
Re: Code inspiration and rendering resource
I didn't know Doom's art originated from 3D clay models:
https://imgur.com/a/P7jZJ
https://imgur.com/a/P7jZJ
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Re: Code inspiration and rendering resource
Impaktor: Neither did I! That's pretty cool :)
Demoscene videos from Assembly 2016 -> http://www.geeks3d.com/20160812/demosce ... mbly-2016/
Demoscene videos from Assembly 2016 -> http://www.geeks3d.com/20160812/demosce ... mbly-2016/
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Re: Code inspiration and rendering resource
Thanks. I saw your link on IRC, but was away from keyboard.
So I am special? :)
What was new to me was the visualization of binary files. Not something I will use, but neat. Almost looks like "TV-hacking" ("CSI/NCIS/Bones") with flashy shiny stuff.
Yet I've rarely seen people dumping data from programs into graphing software and I've rarely seen programmers that actually know the science of data visualization.
So I am special? :)
What was new to me was the visualization of binary files. Not something I will use, but neat. Almost looks like "TV-hacking" ("CSI/NCIS/Bones") with flashy shiny stuff.
Re: Code inspiration and rendering resource
This one is for Andy, although I haven't read the full article it does look like it might be of some potential interest.
On rendering a frame in (new) Doom, using OpenGL and Vulkan:
http://www.adriancourreges.com/blog/201 ... ics-study/
On rendering a frame in (new) Doom, using OpenGL and Vulkan:
http://www.adriancourreges.com/blog/201 ... ics-study/
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Re: Code inspiration and rendering resource
I am not sure whether this belong in art or code... code I think since it is code about art...
Regardless here is SynTex (https://github.com/mxgmn/SynTex) for Synthetic Textures you supply artist generated textures and then it somehow generates unique variations on them but with seemingly cohesive visual features.
They seem to have used a lot of low-res pixellated textures for their examples so I wonder how well it scales, and how fast it is, but it might be interesting for unique terrain textures.
Regardless here is SynTex (https://github.com/mxgmn/SynTex) for Synthetic Textures you supply artist generated textures and then it somehow generates unique variations on them but with seemingly cohesive visual features.
They seem to have used a lot of low-res pixellated textures for their examples so I wonder how well it scales, and how fast it is, but it might be interesting for unique terrain textures.