Game graphics pick ups 2019/09 part0
Has there ever been a more satisfying environmental effect?! #Gears5 #XboxShare pic.twitter.com/sur06zhCQd
— James Shields (@shieldsjames) September 10, 2019
Want transparent dynamic shadows like in #Gears5 in #UE4? I saw @digitalfoundry noticed the feature and I figured it's a relatively unused little trick worth sharing pic.twitter.com/usxxHKhB6u
— Brian Leleux (@BrianLeleux) September 7, 2019
Good intro to image based lighting "Image Based Lighting with Multiple Scattering" https://t.co/NiqjqiKBOm
— Kostas Anagnostou (@KostasAAA) August 22, 2019
Playing with motion blur and strange procedural cities
— Domenicobrz (@Domenico_brz) August 15, 2019
src: https://t.co/1lYvGUOdEN
(libs/scenes/procedural-city.js)#threejs #javascript #3d #generative #shader #glsl #webgl #generativeart pic.twitter.com/jHEi2JzfgR
From FGED2, a great illustration of my all time favorite graphics interview question: "What happens to points behind you when you do a perspective transform?" pic.twitter.com/CYwz9pPcy7
— Robin Green (@fatlimey) September 7, 2019
Finally added alpha dithering to our particle shaders! @Skepsisology has been requesting this for ages.
— Phi Dinh (@phi6) August 15, 2019
We use it for 2 things: fading out smoke that's too close to the camera, and fading out smoke over lifetime.
Here's how we did it (THREAD):#gamedev #unitytips #madewithunity pic.twitter.com/n2w9A42UZ0
Fire spreading effect with #UE4Niagara GPU particles and shaders. One render target draw per explosion. pic.twitter.com/tayZ5U9g3A
— Asher Zhu (@Vuthric) September 6, 2019
Go grab an advanced ice master material for #UE4 with tons of customizable parameters. Free of charge!https://t.co/SjHQ4HKaWo#gamedev #indiedev #3dart #UnrealEngine #gamedesign #3dmodeling #shader #assets @UnrealEngine pic.twitter.com/O8YZ9yYPm4
— 80 LEVEL (@80Level) September 4, 2019
First used in a feature-length with Big Hero 6, Disney's Hyperion Renderer is the result of a decade of R&D in path tracing. Yining Karl Li (@yiningkarlli) documents the corpus of research by Disney Research on the design and implementation of Hyperion https://t.co/3Z8c40fNwU pic.twitter.com/nECw2NYChQ
— Mean Squared Error (@non_manifold) September 10, 2019
Kristian Kebbe talked about solo-development of his adventure game Lucent (@lucentgame):https://t.co/fTGGxKx8dq#gamedev #indiedev #3dart #unrealengine #UE4 #sidefx #houdini #gamedesign #UnrealEngine @UnrealEngine @sidefx pic.twitter.com/l0sf03uy6p
— 80 LEVEL (@80Level) September 3, 2019
Learning about Unitys ECS framework really forces me to think about memory layout when coding. Kind of neat : ) Each cube is an Entity processed by a fluid solver 'System' (rendered using HDRP's Hybrid Renderer which supports rendering ECS Entities) pic.twitter.com/dMqfplUzP2
— jpg (@greje656) September 10, 2019
Thought this was neat pic.twitter.com/y9v4OhTRzT
— Alan Wolfe👽🐺🎃 (@Atrix256) August 17, 2019
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