Seems like a good place to start, to learn of shaders:
https://thebookofshaders.com/
Code inspiration and rendering resource
-
- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
- Contact:
Re: Code inspiration and rendering resource
SpaceEngine talking about their terrain upgrade, looks very nice!
http://spaceengine.org/news/blog171120/
http://spaceengine.org/news/blog171120/
Re: Code inspiration and rendering resource
"Terrain rendering in less than 20 lines of code"
https://github.com/s-macke/VoxelSpace
https://github.com/s-macke/VoxelSpace
Re: Code inspiration and rendering resource
Metal Gear Solid V - Graphics Study
http://www.adriancourreges.com/blog/201 ... ics-study/
http://www.adriancourreges.com/blog/201 ... ics-study/
-
- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
- Contact:
Re: Code inspiration and rendering resource
"Visual Math" - visual based explanations of common gaming related mathematics.
http://blog.dimitridiakopoulos.com/2017 ... sual-math/
http://blog.dimitridiakopoulos.com/2017 ... sual-math/
Re: Code inspiration and rendering resource
I like the screenshots in this article "Game developers guide to graphical projections"
https://medium.com/retronator-magazine/ ... 3d051c137d
https://medium.com/retronator-magazine/ ... 3d051c137d
-
- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
- Contact:
Re: Code inspiration and rendering resource
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
http://hughsk.io/fragment-foundry/chapt ... world.html
-
- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
- Contact:
Re: Code inspiration and rendering resource
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
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
Re: Code inspiration and rendering resource
@fluffyfreak, are any of those "within reach" for pioneer, considering the technology needed to get there, when it comes to rendering?
-
- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
- Contact:
Re: Code inspiration and rendering resource
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.
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.