2016-04-01から1ヶ月間の記事一覧

WheelCollider talk via @AnthonyYakovlev

Amplify Occlusion In-depth Tutorial via @AmplifyCreates

Game Engine Gems 3

http://www.amazon.com/dp/1498755658/?tag=terathon-20

A Senior 3D Environment Artist from Blizzard posted a nice collection of Heroes of The Storm ZBrush art via @Nocka

ART

http://www.zbrushcentral.com/showthread.php?199930-Orb-Heroes-of-The-Storm-Art-Dump

Textured in @Allegorithmic Substance Painter 2 via @Tobbo_art

ART

https://www.artstation.com/artwork/g58PQ

Artificial Intelligence Can Now Design Realistic Video and Game Imagery via @ID_R_McGregor

AI

https://www.technologyreview.com/s/601258/artificial-intelligence-can-now-design-realistic-video-and-game-imagery/#/set/id/601281/

Crytek doubles down on the movie business with standalone Film Engine

http://www.gamasutra.com/view/news/271342/Crytek_doubles_down_on_the_movie_business_with_standalone_Film_Engine.php

Runtime Compiled C++ article available online

http://runtimecompiledcplusplus.blogspot.jp/2016/04/runtime-compiled-c-article-available.html

EA Standard Template Library via @repi

https://github.com/electronicarts/EASTL/blob/master/README.md

Cuphead - The animation process via @bkaradzic

UNITY 5 AND UE4 COMPARISON @NOTLonely92

http://not-lonely.com/blog/making-of/unity-ue-comparison/

In depth geek out on EPIC's face pipeline via @mikeseymour

https://www.fxguide.com/featured/put-your-digital-game-face-on/

Space Invaders with node graph editor inside ImGui via @bkaradzic

VisionMachine: Game - Space Invaders (must die)

Devblog 107

https://playrust.com/devblog-107/

Veach 1997 Fig 9.4

Veach 1997 Fig 9.4 via @maxwellplanck https://www.shadertoy.com/view/lsV3zV#

Game Boy Pocket

Game Boy Pocket https://sketchfab.com/models/19638956a2f74cce9e9249947ba8df54

Three approaches to VR lens distortion

VR

http://smus.com/vr-lens-distortion/

GPU-DRIVEN RENDERING via @bkaradzic

http://on-demand.gputechconf.com/gtc/2016/presentation/s6138-christoph-kubisch-pierre-boudier-gpu-driven-rendering.pdf

Runtime Lightmap Generation for WebGL via @playcanvas

GI

http://blog.playcanvas.com/runtime-lightmap-generation-for-webgl/

7 examples of great game physics that every developer should study

article : http://www.gamasutra.com/view/news/270949/7_examples_of_great_game_physics_that_every_developer_should_study.php

Understanding the Physical Material via @MasterZap

PBR

Material Studies: Metals via @tuan_kuranes_rs

PBR

https://www.behance.net/gallery/35636521/Material-Studies-Metals

GDC 2016 related links

GDC

Authoring Performance in the Seastack Bay Showcase http://www.geomerics.com/blogs/authoring-performance-in-the-seastack-bay-showcase/ Next-Level 2D Lighting http://gamasutra.com/blogs/DiedeApers/20160418/270520/NextLevel_2D_Lighting.php Ob…

DYNAMIC MATERIAL LAYERING

article : https://www.allegorithmic.com/blog/next-frontier-texturing-workflows

Time for destruction: the tech of Quantum Break @vfxblog

fxguide : https://www.fxguide.com/featured/time-for-destruction-the-tech-of-quantum-break/

Solid Angle has joined Autodesk

https://www.solidangle.com/news/solid-angle-joins-autodesk/

Real-Time Polygonal-Light Shading with Linearly Transformed Cosines

https://eheitzresearch.wordpress.com/415-2/

PlayStation Underground: Ratchet & Clank | PS4

API without Secrets: Introduction to Vulkan* Part 0: Preface via @KostasAAA

https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-preface

The history of the Quest Compass & its dreadful convenience

http://gamasutra.com/blogs/FelipePepe/20160412/270100/The_history_of_the_Quest_Compass__its_dreadful_convenience.php