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bitsquid.blogspot.com

bitsquid: development blog

Thursday, September 28, 2017. Physical Cameras in Stingray. This is a quick blog to share some of the progress Olivier Dionne. And I made lately with Physical Cameras in Stingray. Our goal of implementing a solid physically based pipeline has always been split in three phases. First we validated our standard material. We then added physical lights. And now we are wrapping it up with a physical camera. Is defined by it's sensor size, iso sensitivity, and a range of available shutter speeds. The camera.

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Thursday, September 28, 2017. Physical Cameras in Stingray. This is a quick blog to share some of the progress Olivier Dionne. And I made lately with Physical Cameras in Stingray. Our goal of implementing a solid physically based pipeline has always been split in three phases. First we validated our standard material. We then added physical lights. And now we are wrapping it up with a physical camera. Is defined by it's sensor size, iso sensitivity, and a range of available shutter speeds. The camera.
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3 stingray representation
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bitsquid: development blog | bitsquid.blogspot.com Reviews

https://bitsquid.blogspot.com

Thursday, September 28, 2017. Physical Cameras in Stingray. This is a quick blog to share some of the progress Olivier Dionne. And I made lately with Physical Cameras in Stingray. Our goal of implementing a solid physically based pipeline has always been split in three phases. First we validated our standard material. We then added physical lights. And now we are wrapping it up with a physical camera. Is defined by it's sensor size, iso sensitivity, and a range of available shutter speeds. The camera.

INTERNAL PAGES

bitsquid.blogspot.com bitsquid.blogspot.com
1

bitsquid: development blog: August 2013

http://bitsquid.blogspot.com/2013_08_01_archive.html

Friday, August 16, 2013. A problem that crops up quite often in game programming is the need to find stuff that is "close to" other stuff. For example, you may want to find all enemies close to the player, all treasures close to a goblin, etc. Most recently, I ran into this problem when I added support for merging navigation meshes to the Bitsquid engine. The naive algorithm for finding these coinciding vertices is to just do a double loop:. But since this algorithm is. Depending on what your definition ...

2

bitsquid: development blog: September 2014

http://bitsquid.blogspot.com/2014_09_01_archive.html

Monday, September 8, 2014. Building a Data-Oriented Entity System (Part 2: Components). In the last post. I talked about the design of the. And how we handle creation and destruction of game entities. In this post we will look at how components can be implemented. A quick recap: Components in our system are not individual objects, instead all components of a particular type are handled by a. The component needs functions for accessing this data and simulating physics. We want the component data to be pac...

3

bitsquid: development blog: June 2014

http://bitsquid.blogspot.com/2014_06_01_archive.html

Wednesday, June 18, 2014. What Is In a Name? Today I'd like to revisit one of the most basic questions when designing a resource system for a game engine:. How should resources refer to other resources? It seems like a simple, almost trivial question. Yet, as we shall see, no matter what solution we choose, there are hidden pitfalls along the way. There are three basic ways of referring to resources that I can think of:. A word of warning: If you use paths as references I would recommend that you. You ca...

4

bitsquid: development blog: Building a Data-Oriented Entity System (part 1)

http://bitsquid.blogspot.com/2014/08/building-data-oriented-entity-system.html

Wednesday, August 27, 2014. Building a Data-Oriented Entity System (part 1). We have recently started to look into adding an entity/component system to the Bitsquid engine. But as we are expanding our plugin system. We need a way for C plugins to bestow game objects with new functionalities and capabilities. This makes a component architecture a very natural fit. Struct Entity { unsigned id; };. A special class, the. Keeps track of the entities that are alive. The task of a. Class DebugNameComponentManag...

5

bitsquid: development blog: Custom Memory Allocation in C++

http://bitsquid.blogspot.com/2010/09/custom-memory-allocation-in-c.html

Tuesday, September 21, 2010. Custom Memory Allocation in C. For console development, memory is a very precious resource. You want good locality of reference and as little fragmentation of possible. You also want to be able to track the amount of memory used by different subsystems and eliminate memory leaks. To do that, you want to write your own custom memory allocators. But the standard ways of doing that in C leave a lot to be desired. The other option in C is to override new. But the weirdest thing i...

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bioglaze.blogspot.com bioglaze.blogspot.com

Z-Fight Club: 2011-02

http://bioglaze.blogspot.com/2011_02_01_archive.html

Engine and Game development. Random iPhone Developer Tips. 1 Adding Default@2x.png. To an SVN repository using command line client. Command line svn client doesn't like the "@"-character. Oddly enough, escaping it with " " doesn't work, but what works is this: " svn add Default@2x.png@. 2 Resizing your website to fit the iPhone screen. Links to this post. Subscribe to: Posts (Atom). Random iPhone Developer Tips. Programming in the 21st Century. Diary of a Graphics Programmer. View my complete profile.

bioglaze.blogspot.com bioglaze.blogspot.com

Z-Fight Club: 2015-05

http://bioglaze.blogspot.com/2015_05_01_archive.html

Engine and Game development. What I've been doing recently. I've been adding graphics features into my new engine. Slowly because I don't want to write a lot of code that will be replaced by newer APIs. Regarding that, I made an iOS branch. Into GitHub and I'm learning Metal and already got a textured quad to render. So far the best resource for learning has been http:/ metalbyexample.com. Some of the assets are downloaded from sites like https:/ freesound.org. Next steps in my engine will be a virtual f...

jeffongames.com jeffongames.com

GDC 2013 – Programmers Panel - Jeff On Games

http://www.jeffongames.com/2013/04/gdc-2013-programmers-panel

This is Jeff. This is Jeff On Games. Eat Sheep (and Die). Using Waf to build an iOS Universal Framework. The Importance of Genre ». GDC 2013 Programmers Panel. April 2, 2013. GDC is over, and it was fairly awesome. I'll have a quick "thoughts on GDC" post later, but I wanted to get the information for the GCS panel I participated in up as soon as possible. GDC did not record this panel this year, but thankfully, we have a fairly good unofficial recording of the panel thanks to Jeremiah Ingham. I was wond...

pixelsnack.wordpress.com pixelsnack.wordpress.com

::DirectX::HowTo:: know if the debug layer is activated | pixelSnack

https://pixelsnack.wordpress.com/2011/04/07/directxhowto-know-if-the-debug-layer-is-activated

Games, Development, … and other pixel food. Larr; Gamma control is useless…. DirectX: HowTo: know if the debug layer is activated. April 7, 2011. Just this once won’t hurt, I’m not talking about openGL or iPhone today. I found the DirectX10/11 control panel really awful to set the debug layer. Sometimes on some computers, for any unknown reason it has no effect either if you set it to “. Bool IsDebugLayerActivated(const ID3D10Device& a rDevice). Bool bActivated = (pInfoQueue! Leave a Reply Cancel reply.

pixelsnack.wordpress.com pixelsnack.wordpress.com

Caustics IRL | pixelSnack

https://pixelsnack.wordpress.com/2011/04/30/caustics-irl

Games, Development, … and other pixel food. April 30, 2011. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out. You are commenting using your Google account. ( Log Out. Notify me of new comments via email. Notify me of new posts via email.

mtnphil.wordpress.com mtnphil.wordpress.com

Week of Awesome II – day 6 (belated) | IceFall Games

https://mtnphil.wordpress.com/2014/09/28/week-of-awesome-ii-day-6-belated

Developer's blog for IceFall Games. Week of Awesome II – day 6 (belated). Week of Awesome II – day 6 (belated). September 28, 2014. In week of awesome. It’s actually the beginning of day 7 (12 hours left in the competition), but I never got around to this last night. Stopped in my tracks. I had recently (the night before) changed a bunch of model import settings needed to generate lightmaps. I started panicking a bit. I caused some bugs while building this level last night. After getting basic lightmap b...

bioglaze.blogspot.com bioglaze.blogspot.com

Z-Fight Club: 2011-04

http://bioglaze.blogspot.com/2011_04_01_archive.html

Engine and Game development. New Release of Aether3D. I uploaded release 3. It mostly contains bug fixes (Debug build now works in Visual Studio etc.), but new features include support of PVR compressed textures and automatic loading of compressed textures if present. Download the release here. In other news, Death Rally for iOS is selling well and the first update is coming soon. My role in the development has mostly been graphics performance profiling and optimizing and other graphics related stuff.

bioglaze.blogspot.com bioglaze.blogspot.com

Z-Fight Club: 2013-07

http://bioglaze.blogspot.com/2013_07_01_archive.html

Engine and Game development. Developing a New Engine. I'm now two months into developing my new engine and here's a breakdown of currently working features:. Models and Cameras are scene graph nodes so you can make hierarchies like in Unity. You can modify shaders and textures while the game is running, allowing fast iteration. This is implemented using a FileWatcher class that registers created objects. BMFont is widely used in games industry so I wrote a reader for its ASCII and binary formats.

bioglaze.blogspot.com bioglaze.blogspot.com

Z-Fight Club: 2012-10

http://bioglaze.blogspot.com/2012_10_01_archive.html

Engine and Game development. For the last couple of weeks I have been designing and building my first HL2 map. It has been a great way to learn level design and to explore other areas of game production besides programming. I try to tell a story with the map. You start in a cell, but where? Playtesting will be conducted on my friends and modifications will be made according to their reasonable feedback. I'll put the .bsp and .vmf to my website. When the map is finished. Links to this post.

bioglaze.blogspot.com bioglaze.blogspot.com

Z-Fight Club: 2014-03

http://bioglaze.blogspot.com/2014_03_01_archive.html

Engine and Game development. Game Developers Conference 2014 was held on March 17-21, 2014 at Moscone Center, San Francisco. It was my fourth GDC so far, and in this blog post I’ll share some details. Overall, this year’s GDC was great and I met many cool people and got a lot of takeaways from the sessions that I’ll start applying into my engine when the jet lag wears off. Links to this post. Subscribe to: Posts (Atom). Programming in the 21st Century. Diary of a Graphics Programmer.

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Blog divulgatiu en telecomunicacions i aeronàutica de la comunitat EETAC. Plan para la creación de una empresa de aerotaxis en el Aeropuerto de Zaragoza. Plan para la creación de una empresa de aerotaxis en el Aeropuerto de Zaragoza. Es el título del trabajo final de carrera realizado por Joaquín Grau Salamero, graduado en Ingeniería Técnica Aeronáutica, especialidad en Aeronavegación, en la EETAC. Este trabajo dirigido por la profesora de la EETAC Joana Rubio. Entrevista a Marcos García. Aquesta entrada...

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Bit Squib: Bitcoin Advertising Network & Micro Tasks

Bull; Tasks: Tweet. We are currently in a beta testing phase of our Bitcoin advertising network and adding Micro Tasks that our network of workers can complete. We currently have the following options available:. On any of the sites in our network. You bid on the CPC. Some great deals here. Want some more action your tweets? Our network of workers are ready to retweet your tweets. You'll get new followers as a free bonus. Want some more action your links? BTC Micro Tasks: Need Workers?

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bitsquid: development blog

Thursday, September 28, 2017. Physical Cameras in Stingray. This is a quick blog to share some of the progress Olivier Dionne. And I made lately with Physical Cameras in Stingray. Our goal of implementing a solid physically based pipeline has always been split in three phases. First we validated our standard material. We then added physical lights. And now we are wrapping it up with a physical camera. Is defined by it's sensor size, iso sensitivity, and a range of available shutter speeds. The camera.