⛏️ ANNOUNCEMENT ⛏️
Carve out your own underground world in Fosoria, a underground colony builder about digging rooms, managing residents, and discovering what lies in the depths.
❤️ RTs are very appreciated
❤️ Steam page can be found in the thread
#gamedev#indiegame
@JanvandenHemel well normals only make sense on surface level so to get them you'll have to turn the volume cloud into a mesh. typically you do this with iso-surface extraction algorithms.. marching cubes and dual contouring being the most prominent ones
New post 📝
A deep dive into a topic I wanted to explore for a long time: how to render a realistic sky and atmosphere
I explore everything from simulating the interaction of light with air, to handling sunsets, all in real-time, from ground to space
https://t.co/lov84x0Ods
@lisyarus If you teach them vulkan noone will want to be a graphics dev😂... I think it's a decent idea and would go with dawn/wgpu + renderdoc instead of web because of how frustrating it is to develop on web without any tooling to help you reason as to why the screen is black
New Paper🙂
Nanite has shown that small triangles can be rendered fast in compute, we're exploring how fast for large meshes with up to 18.9 billion triangles, without the need to precompute LOD structures.
Paper: https://t.co/F9u4xE6Na3
Source: https://t.co/1LgdSHVi7i
Started working on the dynamic water simulation for my relaxing building game today.
Obviously quite a lot of work left, but it’s already working with overhangs and everything.
Looking forward to making waterfalls more than just lines and making it possible to build aqueducts!
Updated computing terrain slope with the new river-shaped stuff, now there are nice forests around rivers in the mountains, and river-carved valleys have proper stone surfaces
#indiedev#gamedev#indiegames
I was inspired by the recent posts on Crimson Desert, so I added support for Parallax Occlusion Mapping to my engine this weekend.
#gamedev#indiedev#CrimsonDesert#gameengine
Here are the slides for my "Live++: A Bag of Tricks" talk presented at Guerrilla Games last Friday.
Enjoy!
PPTX:
https://t.co/rKSd5B3dgi
PDF:
https://t.co/mffMhFmyMf
#cpp
Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind @CAPCOM_RandD's RE Engine.
i hope you enjoy & find this few months worth of freetime article useful...
i had FUN playing the demo and digging every bit of it, & looking forward for the game official release next week!!!!
https://t.co/Mzn1kgefdK
@PRAGMATAgame@PRAGMATA_JP@CAPCOM_RandD
@videotech it absolutely does use ray-tracing... SSR is ray-traced. volumetric clouds, fog, lighting are probably ray-marched which is ray-tracing on steroids... Your enemy is not ray-tracing. It never was. It's cutting corners.
Replacing inverse transpose matrices with adjugate matrices in our new code base. Inverse transpose is slower to calculate and less robust.
@EricLengyel wrote a fantastic article about that:
https://t.co/HJFl5GLznO