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Nicolas Silva proslijedio/la je Tweet
#luxeengine dev log #9 - refocus https://luxeengine.com/dev-log-9/ get your luxe 2019 progress report on editors, engine, modules and existential musings right here. p.s keep telling your friends about luxe, and join the discord https://discord.gg/5Q8rGZ7 pic.twitter.com/fzF3jOO0uC
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Nicolas Silva proslijedio/la je Tweet
A small prototype: I generated a tile-able liquid-mesh with
#Houdini and move several instances of it along an spline in#UnrealEngine. More details in my#realtimevfx-thread: https://realtimevfx.com/t/simon-trumpler-vfx-sketchbook/4177/35 …@sidefx@UnrealEngine#gamedev#flip#Simulationpic.twitter.com/g7o1MLMHJaHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nicolas Silva proslijedio/la je Tweet
Good news, everybody! We have started work on a much-requested feature: an open-source Vulkan driver! Find out more and meet the 'first triangle' in
@EbenUpton's latest blog post https://www.raspberrypi.org/blog/vulkan-raspberry-pi-first-triangle/ …pic.twitter.com/kv62bp03r6
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Nicolas Silva proslijedio/la je Tweet
Game AI Pro 3 is now available for FREE at http://bit.ly/2sTNdm6 42 articles from dozens of professional game AI programmers, all downloadable as individual PDF files!pic.twitter.com/5fbjHYAfaC
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Nicolas Silva proslijedio/la je Tweet
The power of Soft Blend in Dreams! What an amazing function.
#madeindreams#gamedev@mediamoleculepic.twitter.com/veQNSJtG8qHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nicolas Silva proslijedio/la je Tweet
Seeing color banding in quite a few recent games. So, here's a new blog post on color banding: what it is, why it exists, and what to do about it. Also, some Bob Ross references. Working code sample included and posted on GitHub.http://www.visualextract.com/posts/color-banding/ …
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Nicolas Silva proslijedio/la je Tweet
Huge thanks to s3bk for porting Pathfinder to Web Assembly!https://github.com/servo/pathfinder/issues/155#issuecomment-578706840 …
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Nicolas Silva proslijedio/la je Tweet
Graphics Programming weekly - Issue 116 — January 26, 2020 https://www.jendrikillner.com/post/graphics-programming-weekly-issue-116/ …pic.twitter.com/0xLP14Qmqv
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Nicolas Silva proslijedio/la je Tweet
New
@shadertoy#shader tutorial! Making a starfield part 1 https://youtu.be/rvDo9LvfoVE pic.twitter.com/NQp3zsplEAHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nicolas Silva proslijedio/la je Tweet
Good practices are easy to come by, tune in for Vulkan Bad Practices: https://tayfunkayhan.wordpress.com/2020/01/26/vulkan-bad-practices/ … A short post to rant for no particular reason!
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Nicolas Silva proslijedio/la je Tweet
GNOME rockstar
@hergertme published a blog entry today outlining the work on GtkSourceView for the huge and exciting new GTK 4 release: https://blogs.gnome.org/chergert/2020/01/25/gtksourceview-branching/ …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nicolas Silva proslijedio/la je Tweet
The Heretic is our newest short film created with Unity. After debuting its first part at GDC 2019, the completed short is now available to watch in its entirety!
Check it out now: https://on.unity.com/2REfKJN pic.twitter.com/MdOy6qAkd8
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Nicolas Silva proslijedio/la je Tweet
Arseny's (
@zeuxcg) post "Learning from data" about vertex cache optimization/compression tuning is great.https://zeux.io/2020/01/22/learning-from-data/ …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nicolas Silva proslijedio/la je Tweet
I made a detailed infographic to illustrate what is happening to your Windows laptop when you leave it for a while and the fans start going crazy:pic.twitter.com/GoILR8JcuD
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Nicolas Silva proslijedio/la je Tweet
Ludeon Studios, developer of RimWorld, is looking for game developers! - All remote - Zero crunch - Stable company - Games people love Take a look at the full info page: https://ludeon.com/blog/work/
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Nicolas Silva proslijedio/la je Tweet
You shouldn't use any C language pattern in Rust. Any C-ism would be an idiomatic earthquake.
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Nicolas Silva proslijedio/la je Tweet
Recently I worked on porting a open source geometric constraint solver from C# to C++ in order to make it easily usable from other applications such as
@inkscape,@Birdfont or@FontForge. I have written a little about my motivation in this blogpost:https://wolfv.github.io/posts/2020/01/16/designing-with-a-constraint-solver.html …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nicolas Silva proslijedio/la je Tweet
Another hand-drawn rendering experiment! This time, some leaves!
#madewithunity#unity3d#gamedevpic.twitter.com/C8KhIIfgmyHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nicolas Silva proslijedio/la je Tweet
Just finished the breakdown post about the lava shader!
#gamedev#madewithunity Code with comments and some textures included in the post :D Read it here >> https://www.patreon.com/posts/stylized-lava-32245619 …pic.twitter.com/3aJmF4iKQsHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Nicolas Silva proslijedio/la je Tweet
RenderDoc v1.6 is out now, including support for the just-released Vulkan 1.2! Full release notes on github: https://github.com/baldurk/renderdoc/releases/v1.6 … Download packages & installers on the RenderDoc builds page: https://renderdoc.org/builds
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