Introducing Vector Feathering — a new way to create vector glow and shadow effects. Vector Feathering is a technique we invented at Rive that can soften the edge of vector paths without the typical performance impact of traditional blur effects. (Audio on 🔊)
Style transfer without a specific style image. I minimize only the content loss from neural style transfer and directly optimize brushstrokes via backpropagation. In this case, "style" is an intrinsic property defined entirely by the artistic medium.
Here's a breakdown of the main shader used for this explosion I made for #thunderrallygame: https://t.co/x3ZInn6LYE
So many ideas for improving it came up while showing how I did it... I'll probably do another pass. 🙂
#madewithunity#realtimefvx#indiedev#gamedev
imposter baker for Unity is finally up, https://t.co/E0awAjSsX3 easily bake meshes to high quality billboard imposters for LOD etc #Unity#madewithunity
All right guys! Let's start posting and sharing links useful
for guys who want to get into physical simulation in computer graphics!!!
I'll start below!!!
Our @HPG_Conf paper: procedural stochastic textures using only 3 texture fetches from an input example. 20x faster than the fastest previous work.
https://t.co/17cdEZ9AXt
This blew up so I gave it another pass since some nerds in my mentions offered a faster method. If you add the normals to the sprite's UV instead of to the vertices of a mesh, you dont have to use an expensive vert function and instead can plop the material on any SpriteRenderer!
Followed along @DeepSpaceBanana's super awesomely helpful rain shader tutorial!!!
https://t.co/McemyWEyid < For if you want a rain material function that can lerp between ripples and streaks :D
-- spiralistic rainbow flag
-- #pico8#tweetcart#tweetjam
::_::
cls()
for i=6,122,4 do
for j=6,122,4 do
n=64-i+24*cos(t()/4)
m=64-j+24*sin(t()/4)
r=sqrt(n*n+m*m)/64
a=atan2(n,m)
x=i+4*r*cos(r-a*7-t()*2)
y=j+4*r*sin(r-a*7-t()*2)
circ(x,y,1,7+5*r)
end
end
flip()
goto _
For a great introduction to parallel programming (including GPU architecture/programming) I recommend reading/watching @kayvonf's "Parallel Computer Architecture and Programming" course materials https://t.co/9V9Uv0s3dO
Slides are now available for my presentation from @Digital_Dragons on how we shipped INSIDE on iOS.
Details on profiling, performance, tiled-rendering... and, err, raytracing!
https://t.co/3OUZAlu7CX (8MB)
https://t.co/qPWZU4Gqro (334MB)
This website is amazing, linear algebra with interactive examples. Vectors, matrix, dot product, etc, cool resource for learning https://t.co/yH7Iw6ty1H
I use a diffuse + normal animated texture to mimic 3D and add vertex animation to break up the motion. Each particle has randomized speed, period and frequency. Vertex offset is camera aligned so it looks interesting from any angle. #ue4#screenshotsaturday#gamedev#indiedev