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I just prefer to use 4.5 code for my glsl cause i got a book on shaders (shader cookbook( and that coveres it very welll, but I also read the red book. was a neat expeirence… to say the least.
Hello,
I'm developing a new indie game called, 'World of Phanama'.
It's a mmorpg.
Now is the first release (version 0.1), a game server is already hosted!
DOWNLOAD:
https://thrium.codeberg.page/phanama
best regards,
thrium
Hello,
I'm trying to write resource binding related code for my Vulkan rendererr.
The idea is there are a few static descriptor set layouts, and a few descriptor sets.
Each descriptor set contains data based on how often the data needs to be updated.
Like this: https://zoo.dev/blog/vulkan-resource-bind…
I forgot to set the handle to HDC. Once resolved the code works fine. Thanks for the help and the input.
I've used progressive lod only with storing clusters directly in nodes, not groups of clusters.
I'm not sure how do you want to work with group of clusters there (or how that works in general) - the problem with DAG for LOD is that once you include single child of a parent - you have to exclude ALL …
I recently took this photo a few weeks back to mark the moment I achieved peak graphics quality for my game. It might not look very impressive when compared to some amazing projects by others, but …
Hello, I'm Sanjeev Mansotra so getting into game development in C, and I really want to make an RPG, but I can't decide to either make it on the N64 or the GBA. I like the N64 graphics, but the GBA is easier to make, and I could also make a 3D game on the GBA (it just won't look amazing). I would l…
Following up from the previous blog post about the Java engine or “Zengine” that I'm developing with my friend. I was contemplating how to go about implementing an editor build or rather multiple build types for editing and for a game. After doing some brainstorming I've figured out how to implemen…
Using profiling to inform coding decisions; a real life example.
To start off, I added the ability for ships to respawn. Giving some forgiveness if the player dies.
That works by adding a spawn component to the entity that needs to respawn fighter ships.
When respawning, you need to know how lo…
I've created a starfield environment to give the game some life.
no longer do you have to fly around in pitch black, getting lost in the void.
now there are stars, planets, and a local sun.
the fighters are now lit via the local star's direction vector from the origin.
the planets are also lit f…
[Recommended: read the original blog post "Unity ray-traced global illumination" for proper interactive content]
Let's get back to ray tracing with global illumination in Unity. Discover what global illumination is and choose the better fit for your game:
- Baked GI
- Screen-space Raster GI
- Screen-Space Ra…
Learn how to render ray-traced colored shadows in Unity to give a unique tint to the style of your game. Real-time ray-tracing will do this for you.
[For better formating, read the original blog post here]
TABLE OF CONTENTS
The Goal: Level Up Your Visuals
Attempt #1: Semi-Transparent Colored Material
…
Developing your game in Unity? Then you need to pay attention to 5 signs that reveal you should to move into Ray-tracing.
Let's celebrate this new series on Ray-tracing in Unity here at The Gamedev Guru.
Woohoo!
Ok, that celebration will do for now.
In this new series, you will learn how to craft high…
NeoAxis Group Ltd announces that it has changed the licensing scheme of its flagship product NeoAxis Engine, an integrated development environment with built-in 3D and 2D game engine. Now the product is distributed under a license, which has no any royalties. Also, full source codes for the product…
Today, I had the pleasure to interview Ian Deane.
Ian is the developer behind Mesh Baker, the famous Unity asset that lets you drastically reduce your draw calls so your game runs at substantially higher frame-rate.
Welcome Ian!
* Disclosure: some affiliate links here and there
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SIGGRAPH 2020 announced today that due to the COVID-19 pandemic, the event will be moved to a virtual conference format.
Citing the concerns about the health and safety of conference participants as well asa recent news that the Walter E. Washington Convention Center has been designated a future alt…
There is a single thing that has killed the GPU performance of thousands of mobile games: the famous Unity Overdraw. Do you know what overdraw is and what is doing to you?
Don't let overdraw ruin your game...
Prepare for it.
In this post, you will:
- Learn what overdraw is and how it destroys your game'…
NVIDIA has announced Nsight Graphics 2020.2, adding a number of features that expand functionality for Vulkan and making improvements to developer workflows for Microsoft Visual Studio users.
Features include:
- GPU Trace for Vulkan based applications, making it now possible to get primary and seconda…
RenderDoc 1.7 is out with Python API changes, improved capture performance for Direct3D 12 programs, better handling of queue ownership transfer barriers in Vulkan, support for Vulkan's KHR_shader_non_semantic_info extension, and dozens of bug fixes across the board. RenderDoc 1.7 also brings a glo…
NeoAxis company releases a new version of NeoAxis Engine, an integrated development environment with built-in 3D and 2D game engine. The environment can be used to develop all kinds of 3D and 2D projects such as computer games, visual trainers, VR systems, to visualize processes and develop windowe…