https://developer.nvidia.com/sites/defa ... ntPost.pdf
An interesting paper on speeding up jittered post-processing effects.
Code inspiration and rendering resource
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Re: Code inspiration and rendering resource
Gaseous Giganticus, generating gas giants for "Space Nerds In Space".
https://github.com/smcameron/gaseous-giganticus
Slideshow explaining what it does and is -> https://smcameron.github.io/space-nerds ... how.html#1
There have been a few previous threads about this stuff on here, but he's just now split it into a separate repository on GitHub.
https://github.com/smcameron/gaseous-giganticus
Slideshow explaining what it does and is -> https://smcameron.github.io/space-nerds ... how.html#1
There have been a few previous threads about this stuff on here, but he's just now split it into a separate repository on GitHub.
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- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
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Re: Code inspiration and rendering resource
SNES
https://hackaday.com/2018/11/14/memory- ... -nintendo/
Video describing how DMA and HDMA were used for visual effects in the SNES. Really interesting watch, nicely explained.
https://hackaday.com/2018/11/14/memory- ... -nintendo/
Video describing how DMA and HDMA were used for visual effects in the SNES. Really interesting watch, nicely explained.
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Re: Code inspiration and rendering resource
This Twitter thread, just read it, read all of it!!!
https://twitter.com/fullbright/status/1 ... 1107016704
https://twitter.com/fullbright/status/1 ... 1107016704
Re: Code inspiration and rendering resource
I just read this article on the wavefuction collapse for procedural generation of content. Very understandable, if one has zero knowledge going into it.
https://robertheaton.com/2018/12/17/wav ... algorithm/
https://robertheaton.com/2018/12/17/wav ... algorithm/
Most implementations and explanations of Wavefunction Collapse are of a full, performance-optimized version of the algorithm. These are of course important and necessary, but can be challenging to make sense of from a standing start. This post keeps things clear and simple by focussing on a constrained version of Wavefunction Collapse
Re: Code inspiration and rendering resource
OK, this was seriously cool, you need to see this Fluffyfreak:
"Non-Euclidean Rendering Engine"
https://www.youtube.com/watch?v=kEB11PQ9Eo8
"Non-Euclidean Rendering Engine"
https://www.youtube.com/watch?v=kEB11PQ9Eo8
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Re: Code inspiration and rendering resource
That's a great use of Portal rendering tricks. I also feel his pain at asking "Why am i always writing engines?".
Neat video on fitting a game into 40kb
https://www.youtube.com/watch?v=ZWQ0591PAxM
Neat video on fitting a game into 40kb
https://www.youtube.com/watch?v=ZWQ0591PAxM
Re: Code inspiration and rendering resource
That was very cool. I love those optimization stories of how they squeeze out the most out of every single byte.
Re: Code inspiration and rendering resource
Maybe of interest to fluffyfreek:
https://github.com/vlad-alexandru-ionescu/E3Dos
https://github.com/vlad-alexandru-ionescu/E3Dos