fly around various extracted geometry from big games from various time frames.
here's height field data from breath of the wild and collision geometry from dark souls one for example.
Job opportunity: we're looking for an experienced Unity programmer to work with a cool team on a cool project: http://blog.draknek.org/post/182786231647/looking-for-a-full-time-unity-programmer
Please share with anyone you think would be a good fit!
been implementing stable cascaded shadow maps in https://luxeengine.com for fun but didn't like all the literature on the topic, so i've been making tasty visualizations to write about instead. See it in motion here for best results:
just rendering a few billion tris :C
Rust  (stable) is now Rust 2018 (stabilising some features; small number of breaking changes preparing for the coming years of updates). https://blog.rust-lang.org/2018/12/06/Rust-1.31-and-rust-2018.html https://hacks.mozilla.org/2018/12/rust-2018-is-here/
It's a great time to have a look at #RustLang and maybe try some of those Advent of Code problems (an ideal project for building lib & tooling familiarity). https://adventofcode.com/2018
Physically Based Rendering: From Theory to Implementation is online, with plans for annual updates supported by https://www.patreon.com/pbrbook/
Hey, so I gave a talk at Queerness and Games Conf this weekend on making your own programming language, and it's up on the #QGCon Twitch page!
You can see the slides and the code from the demo here: https://mcclure.github.io/qgcon-2018/
You can watch the talk here:
Hello! I'm Jonathan. I've shipped games on mobile, PC and console wearing lots of different hats, though "tech artist-illustrator" best approximates my current skillset.
RenderDoc v1.1 is now out! This release focusses on improved API and OS support, as well as a boatload of bug fixes.
Celeste at GamesDoneQuick (SGDQ) vod links!
Don't miss these, they're incredible.
Celeste Any% race TGH + yoshipro (~36m)
Celeste dev+runner interview (~13m)
Celeste TASBOT Any% (~28m) + all C Sides (~5m)
Certainly the best article on how to implement Perlin noise.
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