"Usability improvements in GCC 9"
https://developers.redhat.com/blog/2019 ... -in-gcc-9/
Code inspiration and rendering resource
Re: Code inspiration and rendering resource
@andy Top 5 VS extensions:
https://codeforgeek.com/2019/03/top-5-m ... xtensions/
https://codeforgeek.com/2019/03/top-5-m ... xtensions/
Re: Code inspiration and rendering resource
"Could ImGUI be the future of GUIs?"
https://games.greggman.com/game/imgui-future/
https://games.greggman.com/game/imgui-future/
Re: Code inspiration and rendering resource
If it turns out to be a rainy summer, then this looks interesting (at least to a hack like me):
"Modern C++ for C Programmers: introduction"
https://ds9a.nl/articles/posts/cpp-intro/
"Modern C++ for C Programmers: introduction"
https://ds9a.nl/articles/posts/cpp-intro/
-
- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
- Contact:
Re: Code inspiration and rendering resource
I live in Britain, it's always a rainy summer :D
Re: Code inspiration and rendering resource
These have likely been posted before, but here's a really useful resource about better tree rendering which we'll definitely want to implement or crib from when we do planetary foliage: http://graphics.uni-konstanz.de/publika ... oliage.pdf. There's also this blog which I know has been posted before but I can't find in this thread, with a number of really nice posts about procedural planet generation.
Re: Code inspiration and rendering resource
Additionally, here's an implementation resource on VSM (variance shadow maps), an alternative to PCF soft-shadowing. https://www.fabiensanglard.net/shadowmappingVSM/
Re: Code inspiration and rendering resource
I've got a really nice, completely incomprehensible post on better terrain texturing that we really should use if it's as cheap as I think it is: http://johnwhigham.blogspot.com/2015/03 ... pping.html describes using a derivative map for better procedural surface normal variation on planets. If I'm reading it right, this should give us better, more natural looking slope blending, and help compensate for our relatively simple terrain generation.
I've also found yet another resource, this time a very nice one on procedural trees. It also comes with yet another blog post on putting it to work... @FluffyFreak, I think you're going to have no free time for several months after you get done with planet texturing at this rate :P
This tree code *should* allow us to procedurally generate different-looking tree algorithms for each planet type / biome type; with enough tweaking we could possibly get 'alien' trees for habitable planets far beyond the populated bubble.
I'll keep my eyes out for resources on procedurally generating planetary features like rock outcroppings for the more barren / lifeless planets.
I've also found yet another resource, this time a very nice one on procedural trees. It also comes with yet another blog post on putting it to work... @FluffyFreak, I think you're going to have no free time for several months after you get done with planet texturing at this rate :P
This tree code *should* allow us to procedurally generate different-looking tree algorithms for each planet type / biome type; with enough tweaking we could possibly get 'alien' trees for habitable planets far beyond the populated bubble.
I'll keep my eyes out for resources on procedurally generating planetary features like rock outcroppings for the more barren / lifeless planets.
Re: Code inspiration and rendering resource
Maybe we've already posted this, but it was on Hacker News lately, on terrain generation with 20 lines of code:
https://github.com/s-macke/VoxelSpace
https://github.com/s-macke/VoxelSpace
-
- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
- Contact:
Re: Code inspiration and rendering resource
Reverse engineering the rendering of The Witcher 3
https://astralcode.blogspot.com/2018/11 ... ng-of.html
https://astralcode.blogspot.com/2018/11 ... ng-of.html