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Prikvačeni tweet
I compiled a small list of resources I found very helpful while figuring out clouds scattering. If you know of any other useful resources for real-time clouds, pls let me know. I'd love to add them to the list. I hope someone will find this useful. :)https://gist.github.com/pxv8270/e3904c49cbd8ff52cb53d95ceda3980e …
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Piyush Verma proslijedio/la je Tweet
Ever wonder why baked normal maps just don't look quite right in Unity? I did, so I decided to find out why.https://link.medium.com/IntBAke0L3
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Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Piyush Verma proslijedio/la je Tweet
While it may appear like the backgrounds in Super Mario Bros. are made out of individually placed elements, there are in fact only 3 different pre-made backgrounds, seen in levels 1-1, 1-3 and 2-1. By changing a single byte in the game's code, any level can assume any background.pic.twitter.com/hPVTkIaeGL
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Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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Piyush Verma proslijedio/la je Tweet
Is it really thought that the 2007 paper was the first real-time SSS approach? I know myself and others were doing it many years before. This one's from 2003 using SH, that also had a good thickness approximation - source is in the same github repo. https://github.com/dwilliamson/SHTest/blob/master/Reference/comparison.jpg …pic.twitter.com/26tXZ13t8r
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I hear Mordor's nice this time of year. :p
#webgl#gamedev#indiedev#screenshotsaturday#procgen#ProceduralArt#creativecoding#generativepic.twitter.com/gw6YNiEBgv
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My brain hurts
https://twitter.com/gamaniak/status/1223324553348337667 …
0:10Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Improved cloud lighting in my shader, looks a bit better now imo. Probably gonna unify the lighting with the sky colors next, and maybe improve perf a bit which is still crap!
#webgl#shaders#creativecoding#procedural#gamedev#indiedev#screenshotsaturdaypic.twitter.com/uP6gQoCNSI
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Piyush Verma proslijedio/la je Tweet
We’ve released the new version of our Vulkan ray tracing tutorial! https://nvpro-samples.github.io/vk_raytracing_tutorial/ … This shows you how to modify a rasterizer to use ray tracing, and has eight sub-tutorials about antialiasing, transparency, reflection, animation, procedural shapes, SBTs, and more!
Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Piyush Verma proslijedio/la je TweetHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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I'm so jealous right now
https://twitter.com/RedDead2Info/status/1221227866840539136 …
0:42Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Been trying figure out the scatter integral math behind volumetric clouds since the last few weeks and trying to implement it. Here's my first attempt (still an early stage wip & perf is crap
):
#webgl#gamedev#procgen#indiedev#shaders#creativecodingpic.twitter.com/ix0Xi68vmN
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Piyush Verma proslijedio/la je TweetHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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You'd think this is satire, but it's actually not.


https://twitter.com/ForrestTheWoods/status/1221194070342565888 …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Piyush Verma proslijedio/la je Tweet
Check out the Game Task Scheduler (GTS). It's a C++ game task scheduling framework for multicore CPU platforms. I would really love to hear your experience with it.
#indiedev#gamedev#iamintelhttp://bit.ly/36tUI66Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Piyush Verma 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 -
Piyush Verma proslijedio/la je Tweet
This post describes a normal from depth technique that uses extrapolation of depth values to achieve higher quality reconstruction. Extrapolation of depth values can also be useful when conservatively downsampling depth buffers. https://atyuwen.github.io/posts/normal-reconstruction/ …
#graphicslinkofthedayHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Piyush Verma proslijedio/la je Tweet
Added a fluid VAT (Vertex Animation Texture) example with Unity Shader Graph. https://github.com/keijiro/HdrpVatExample …pic.twitter.com/wnePBVEGKV
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Piyush Verma proslijedio/la je TweetHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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