ands

@andsz

Graphics Programmer at Ubisoft Mainz. GFX, GameDev, Electronics, Maker & Demoscene.

Frankfurt & Mainz
Vrijeme pridruživanja: rujan 2009.

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  1. proslijedio/la je Tweet
    28. sij

    BAAM!! CineShader goes live now!!! Go check it out: 🔗 You can easily convert your existing shaders into a and showing them on a 2.5D screen.

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  2. proslijedio/la je Tweet
    23. sij

    It's time we take a look at the world of The Settlers: the Tavos archipelago. Level Artist Andreas introduces you to the first of three bioms - the Midlands ►

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  3. proslijedio/la je Tweet
    10. sij

    Eat this stunning light & sound installation:

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  4. proslijedio/la je Tweet

    When rendering in greyscale, you can reduce banding by twiddling RGB components to produce brightnesses "between" traditional greyscale steps: 20,20,20 - grey pixel 20,20,21 - lil brighter, slightly hue-shifted 20,21,21 - even brighter 21,21,21 - the next traditional step

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  5. proslijedio/la je Tweet
    24. pro 2019.

    Seen on Facebook, and it must be passed on (click to see the whole thing). I'm not sure what all that goofiness is that's illustrated in the third panel, other than "stand back, we're doing math-like things."

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  6. 21. pro 2019.

    This looks like a sci-fi movie :O

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  7. 8. pro 2019.

    If you don't have an Allen key with the right size and don't need to apply very much force, just use two :D

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  8. 7. pro 2019.

    Funnily enough, -x is actually up in the 'plumbline coordinate system' used at a rocket launch site in space flight.

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  9. proslijedio/la je Tweet
    22. lis 2019.

    (found in the Mitsuba docs)

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  10. proslijedio/la je Tweet
    18. lis 2019.
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  11. proslijedio/la je Tweet

    Today's gaming conspiracy is... "devs intentionally make file size huge & without compression because that way you can fit fewer competitors on your drive" have y'all ever seen the shit devs get for fuzzy textures on random floating newspapers or loading times above 10 seconds

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  12. 15. ruj 2019.

    We've discovered a fairytale-like botanical garden entrance. What magic hides behind it?

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  13. proslijedio/la je Tweet
    13. ruj 2019.

    If you missed today's live stream - no worries. We have the VOD for you right here :)

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  14. 19. kol 2019.

    I think the twitter video compression failed this benchmark ;D

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  15. 19. kol 2019.

    ...can you have too many? I've counted >300 show lasers :O

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  16. 19. kol 2019.

    Looked like I ran into a show laser rendering performance benchmark yesterday :D

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  17. proslijedio/la je Tweet
    18. srp 2019.

    Yes! Finally getting somewhere with adding external forces to the simulation (sources, sinks, shore friction, etc). Really cool to see how dynamic objects interact with it (boat asset comes from the Unity BoatAttack project)

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  18. proslijedio/la je Tweet

    Someone Suggested There Should Be An OpenGL Function Name Generator So I Fed A Bunch Of Symbol & Other Names To An RNN And...

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  19. proslijedio/la je Tweet
    4. srp 2019.

    🌏🌊 float sea(vec2 uv, float chopiness) { uv += noise(uv); vec2 wv = 1.0 - abs(sin(uv)); vec2 swv = abs(cos(uv)); wv = mix(wv, swv, wv); return pow(1.0 - pow(wv.x * wv.y,0.65), chopiness); }

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  20. proslijedio/la je Tweet
    20. lip 2019.

    fixed a bad bug with the LBM solver tonight (had to read an entire book to find the problem). exaggerated foam amount and viscosity to show the new flow behavior:

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