gdevice.blogspot.com gdevice.blogspot.com

gdevice.blogspot.com

gdevice

Perfecting oneself is as much unlearning as it is learning.". Edsger W. Dijkstra. 160;    Quotations. Naive, non-accurate atmospheric scattering technique, together with non-accurate shadow volumes, in forward rendering. That means that all happens in the fragment shader in 1 pass. Terrain is now GPGPU generated by means of a compute shader. The pipeline is a pure attributeless pipeline. And yes, I'm slowly getting my feet wet with modern rendering techniques. 160;    LOD. Game players may not care about...

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gdevice | gdevice.blogspot.com Reviews
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Perfecting oneself is as much unlearning as it is learning.. Edsger W. Dijkstra. 160;    Quotations. Naive, non-accurate atmospheric scattering technique, together with non-accurate shadow volumes, in forward rendering. That means that all happens in the fragment shader in 1 pass. Terrain is now GPGPU generated by means of a compute shader. The pipeline is a pure attributeless pipeline. And yes, I'm slowly getting my feet wet with modern rendering techniques. 160;    LOD. Game players may not care about...
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1 gdevice
2 unlearning
3 atmospheric scattering
4 micropolygons
5 procedural
6 scattering
7 shadows
8 video
9 procedural displacement mapping
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gdevice | gdevice.blogspot.com Reviews

https://gdevice.blogspot.com

Perfecting oneself is as much unlearning as it is learning.". Edsger W. Dijkstra. 160;    Quotations. Naive, non-accurate atmospheric scattering technique, together with non-accurate shadow volumes, in forward rendering. That means that all happens in the fragment shader in 1 pass. Terrain is now GPGPU generated by means of a compute shader. The pipeline is a pure attributeless pipeline. And yes, I'm slowly getting my feet wet with modern rendering techniques. 160;    LOD. Game players may not care about...

INTERNAL PAGES

gdevice.blogspot.com gdevice.blogspot.com
1

gdevice: Reinventing wheels

http://gdevice.blogspot.com/2008/08/reinventing-wheels.html

160;    Ramblings. I wanted to learn about 3D engines. The result is gdevice, a framework developed from scratch, by means of C and OpenGL. Gdevice has soon turned into a beautiful exercise in evading conventional solutions and finding new ways to do things. It has brought me to explore techniques from diverse domains, such as demoscene, cinematographic rendering, interactive 3D graphics, mainly converging to real-time procedural generation and experimental rendering techniques. View my Blogger profile.

2

gdevice: April 2014

http://gdevice.blogspot.com/2014_04_01_archive.html

Perfecting oneself is as much unlearning as it is learning.". Edsger W. Dijkstra. 160;    Quotations. I wanted to learn about 3D engines. The result is gdevice, a framework developed from scratch, by means of C and OpenGL. A video demo is available here. This blog is where I save random notes about this hobbistic activity. If you like what I do or have found useful stuff in here or just feel this world would be a better place by giving creative individuals the way to express themselves, please donate.

3

gdevice: Structure

http://gdevice.blogspot.com/2010/05/structure.html

It's been hard to persuade myself to drop down a few words about last progresses. I've never been a good speaker, and in special way by means of human languages. Indeed very few progresses have been achieved and many weeks have been spent for whichever thing demanded by day-by-day life, including rest. I will ever complain for this one not being my job, because my actual job does actually take almost all my resources away, making this a occasional snatchy hobby, and practically a lost cause. In the very ...

4

gdevice: Automating human activities

http://gdevice.blogspot.com/2009/10/automating-human-activities.html

As either player or programmer, I was just astonished that first time I saw Wolfenstein 3D. The forefather of the series Doom. Etc, which just addicted me. I had never seen something similar in games before. That first-person action play, those 3D worlds to explore. An evolution chapter in videogame entertainment was coming and I was there experiencing it. When I came out from the sewer system of the Imperial city in the game Oblivion. In my conception of games, a game. Shouldn't be less. The limited...

5

gdevice: A few words about designing

http://gdevice.blogspot.com/2009/09/separation-vs-integration.html

A few words about designing. The first time I read about Object Oriented Programming. I didn't get it. I thought it was the next useless thing they wanted to sell me. So for a while I kept on avoiding it. I think I was already a smart coder, experienced along a few years of hobbistic development. But I was used to think at software through a low-level. And algorithm feasibility perspective. I was (and still I am) a greedy consumer of the Demoscene. Running in the 1990s, when on our desks were Amiga.

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gdevice

Perfecting oneself is as much unlearning as it is learning.". Edsger W. Dijkstra. 160;    Quotations. Naive, non-accurate atmospheric scattering technique, together with non-accurate shadow volumes, in forward rendering. That means that all happens in the fragment shader in 1 pass. Terrain is now GPGPU generated by means of a compute shader. The pipeline is a pure attributeless pipeline. And yes, I'm slowly getting my feet wet with modern rendering techniques. 160;    LOD. Game players may not care about...

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