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extremeistan | thoughts about computer graphics, game engine programming | Page 2
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Thoughts about computer graphics, game engine programming. April 28, 2014. The philosophy of LGE. LGE (Linux Game Engine for short) is a homebrew game engine that I started to write 5 years ago. Since then, I maxed out post-processing and lighting (and other effects) delivering equal or better quality than today’s game engines. I was also great practice, since there’s always something to do. There will not be many tools if at all (that is where IMO a game engine starts to become million lines of code).
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September | 2014 | extremeistan
https://extremeistan.wordpress.com/2014/09
Thoughts about computer graphics, game engine programming. Month: September, 2014. September 30, 2014. DX11 Catalyst Driver Performance over time. So I’ve been looking around the internet for a post, or something in which I could see how the AMD and Nvidia drivers have improved over time. I definitely was certain that things like:. They deliberately make the drivers worse so that you’d buy their new GPU. The driver perf does NOT improve in real-world scenarios. The PC I used for testing is the following:.
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July | 2014 | extremeistan
https://extremeistan.wordpress.com/2014/07
Thoughts about computer graphics, game engine programming. Month: July, 2014. July 22, 2014. Some would be surprised to hear that programmers actually love their job (or at least most of them). This however, is not due to one being workaholic, but an extremely liberating experience called: The Flow. What is the flow? So why is all this important? Being a programmer usually requires you to be a creative problem solver forty hours a week. This looks like a rather impossible task, because while creativi...
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2014 in review | extremeistan
https://extremeistan.wordpress.com/2015/01/02/2014-in-review
Thoughts about computer graphics, game engine programming. The WordPress.com stats helper monkeys prepared a 2014 annual report for this blog. Here’s an excerpt:. The concert hall at the Sydney Opera House holds 2,700 people. This blog was viewed about 13,000. Times in 2014. If it were a concert at Sydney Opera House, it would take about 5 sold-out performances for that many people to see it. Click here to see the complete report. January 2, 2015. Enter your comment here. Address never made public).
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October | 2014 | extremeistan
https://extremeistan.wordpress.com/2014/10
Thoughts about computer graphics, game engine programming. Month: October, 2014. October 7, 2014. Experimenting with Physically based rendering in Blender Cycles. Cycles should be OK? But where do I get PBR assets from? Physically based rendering is great because it simpifies the asset creation process, and it makes it difficult for the artists to create unrealistic results. It is usually paired with a streamlined asset creation pipeline, with all the reference materials and the like. OpenCL allows up to...
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Wizardoz Chrome |
https://chromewizardoz.wordpress.com/author/chromewizardoz
Look @ Virtual Worlds. Author Archives: Wizardoz Chrome. 8220;…Throw a banana on your head, dance on a cactus and tickle a tentacle…” at the Closing Party “Le Cactus” by Maya Paris. 8220;NO SIGNAL” by Nessuno Myoo @Mic Imagin@rium 2014. Machinima by Wizardoz Chrome (w oz) from Installation: “NO SIGNAL” by NESSUNO MYOO @Mic Imagin@rium May 22. 2014. Https:/ www.facebook.com/nessuno.myoo? Http:/ toctoccenessuno.myblog.it/. Soundtrack: Sysyphe – Light On The Labyrinth. By Marcel Dettmann ). Machinima and pi...
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☼”You are not allowed to fish” by ROSE BORCHOVSKI @tKF |
https://chromewizardoz.wordpress.com/2014/05/24/☼you-are-not-allowed-to-fish-by-rose-borchovski-tkf
Look @ Virtual Worlds. 8221;You are not allowed to fish” by ROSE BORCHOVSKI @tKF. Machinima e Pics da w oz (Wizardoz Chrome) da Installazione da ROSE BORCHOVSKI @ TKF in Second Life: “Non sono autorizzati a pescare”. 17April.2013. LM: http:/ slurl.com/secondlife/Solaris%. La guerra è venuto a loro in fasi, prima con sentenze di ciò che non è stato permesso di fare, durante la guerra sono separati e il bambino perdersi. Beth non potrà mai trovare la sua nipote schiena. Prima con ‘Il pianeta azzurro&...
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Physically Based Camera Rendering | extremeistan
https://extremeistan.wordpress.com/2014/09/24/physically-based-camera-rendering
Thoughts about computer graphics, game engine programming. Physically Based Camera Rendering. Most (if not all) of today’s AAA games (and even some indie) feature high-quality post effects, such as Depth of Field, Motion Blur, Film Grain, (pseudo) Lens Flares, Bloom, Glare, Vignetting and Chromatic Aberration. Usually you can also adjust the Field of View of the camera you’re observing the world through, and sometimes this is a gameplay feature (think of the sniper rifles). On real world cameras you can ...
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Experimenting with Physically based rendering in Blender Cycles | extremeistan
https://extremeistan.wordpress.com/2014/10/07/experimenting-with-physically-based-rendering-in-blender-cycles/comment-page-1
Thoughts about computer graphics, game engine programming. Experimenting with Physically based rendering in Blender Cycles. Cycles should be OK? But where do I get PBR assets from? Physically based rendering is great because it simpifies the asset creation process, and it makes it difficult for the artists to create unrealistic results. It is usually paired with a streamlined asset creation pipeline, with all the reference materials and the like. I also used it as reference for rendering results. OpenCL ...
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March | 2015 | extremeistan
https://extremeistan.wordpress.com/2015/03
Thoughts about computer graphics, game engine programming. Month: March, 2015. March 24, 2015. LGE source code released. So I decided on releasing the source code of the Linux Game Engine. It reflects the state of the engine as seen in this video:. I also won’t be developing it further. The code is released under MIT licence. I started developing this around 2010 and I learned to code while writing this. Engine, so please bear with me, as some of the code might be old…. Here’s the code:. LGE source code ...
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