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ghostinthecode.net

Ghost in the code

Ghost in the code. Playing with fire WebGL fire simulation. August 17, 2016. Back in the early nineties, the demoscene was in love with a simple fire effect, that generally looked something like this:. Fire demo by Iguana - screenshot by pouet.net. That doesn’t look much like real fire, but with some simple tweaks you can get something that looks good, runs on most graphics hardware and is easy to implement:. A very simple model of fire. To render the fire, we map pixel intensities in the heat texture to...

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Ghost in the code | ghostinthecode.net Reviews
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Ghost in the code. Playing with fire WebGL fire simulation. August 17, 2016. Back in the early nineties, the demoscene was in love with a simple fire effect, that generally looked something like this:. Fire demo by Iguana - screenshot by pouet.net. That doesn’t look much like real fire, but with some simple tweaks you can get something that looks good, runs on most graphics hardware and is easy to implement:. A very simple model of fire. To render the fire, we map pixel intensities in the heat texture to...
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1 joakim hårsman
2 email
3 bitbucket
4 clear
5 example color ramp
6 uneven cooling
7 divergence free
8 or simplex noise
9 other improvements
10 improved curl noise
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joakim hårsman,email,bitbucket,clear,example color ramp,uneven cooling,divergence free,or simplex noise,other improvements,improved curl noise,fractal browninan motion,octave,improved dynamic range,tone mapping,bloom,better looking fuel,get cracking
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Ghost in the code | ghostinthecode.net Reviews

https://ghostinthecode.net

Ghost in the code. Playing with fire WebGL fire simulation. August 17, 2016. Back in the early nineties, the demoscene was in love with a simple fire effect, that generally looked something like this:. Fire demo by Iguana - screenshot by pouet.net. That doesn’t look much like real fire, but with some simple tweaks you can get something that looks good, runs on most graphics hardware and is easy to implement:. A very simple model of fire. To render the fire, we map pixel intensities in the heat texture to...

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1

Better contour rendering

http://www.ghostinthecode.net/2010/11/22/contours.html

Ghost in the code. November 22, 2010. At SIGGRAPH 2007, Chris Green at Valve published a paper, Improved Alpha-Tested Magnification for Vector Textures and Special Effects. The paper is about a neat trick for making alpha tested textures containing contours (like text, or logos) look much better. Here’s why you should use it:. Signed distance field texture. And best of all, it works on any hardware that can do bi-linear filtering and alpha testing. In other words, any piece of graphics hardware made ...

2

Choosing how to branch in Mercurial

http://www.ghostinthecode.net/2010/10/13/branching.html

Ghost in the code. Choosing how to branch in Mercurial. October 13, 2010. Has many different ways of handling branches. While there is plenty of information available on the different branching models, much of it is incomplete, and it can be difficult to decide what branching model to use when starting to use Mercurial. Steve Losh has written an excellent guide to branching in Mercurial. That contains released versions of your software, and one called. The main problem with this model is that branches ar...

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Ghost in the code

Ghost in the code. Playing with fire WebGL fire simulation. August 17, 2016. Back in the early nineties, the demoscene was in love with a simple fire effect, that generally looked something like this:. Fire demo by Iguana - screenshot by pouet.net. That doesn’t look much like real fire, but with some simple tweaks you can get something that looks good, runs on most graphics hardware and is easy to implement:. A very simple model of fire. To render the fire, we map pixel intensities in the heat texture to...

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