Code inspiration and rendering resource

FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak » Wed Mar 09, 2016 11:22 pm

This is not inspiration... this is mockery! http://delacian.tumblr.com/
FFS look at all that

FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak » Fri Mar 11, 2016 1:10 pm

Just a thought but Ysaneya, who wrote the Infinity engine used to post on GameDev.net in his Journal.

There's a wealth of technical detial in those posts even though many of the images have been lost over time.

FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak » Sat Apr 02, 2016 1:08 pm

Brilliant collection of examples for OpenGL for 3.2 through to 5.0!!!
https://github.com/g-truc/ogl-samples

and for Vulkan there's
https://github.com/SaschaWillems/Vulkan

impaktor
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Re: Code inspiration and rendering resource

Post by impaktor » Mon Jun 27, 2016 5:56 pm


impaktor
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Re: Code inspiration and rendering resource

Post by impaktor » Wed Aug 10, 2016 7:41 pm

I didn't know Doom's art originated from 3D clay models:
https://imgur.com/a/P7jZJ

FluffyFreak
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Re: Code inspiration and rendering resource

Post by FluffyFreak » Fri Aug 12, 2016 12:20 pm

Impaktor: Neither did I! That's pretty cool :)

Demoscene videos from Assembly 2016 -> http://www.geeks3d.com/20160812/demosce ... mbly-2016/

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Re: Code inspiration and rendering resource

Post by FluffyFreak » Tue Sep 06, 2016 1:15 pm

http://c0de517e.blogspot.co.uk/2014/06/ ... -know.html

Data Visualisation, for Impaktor :)

impaktor
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Re: Code inspiration and rendering resource

Post by impaktor » Wed Sep 07, 2016 8:23 am

Thanks. I saw your link on IRC, but was away from keyboard.
Yet I've rarely seen people dumping data from programs into graphing software and I've rarely seen programmers that actually know the science of data visualization.

So I am special? :)

What was new to me was the visualization of binary files. Not something I will use, but neat. Almost looks like "TV-hacking" ("CSI/NCIS/Bones") with flashy shiny stuff.

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Re: Code inspiration and rendering resource

Post by impaktor » Mon Sep 12, 2016 6:54 am

This one is for Andy, although I haven't read the full article it does look like it might be of some potential interest.

On rendering a frame in (new) Doom, using OpenGL and Vulkan:
http://www.adriancourreges.com/blog/201 ... ics-study/

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Re: Code inspiration and rendering resource

Post by FluffyFreak » Thu Sep 15, 2016 9:59 am

I am not sure whether this belong in art or code... code I think since it is code about art...

Regardless here is SynTex (https://github.com/mxgmn/SynTex) for Synthetic Textures you supply artist generated textures and then it somehow generates unique variations on them but with seemingly cohesive visual features.

They seem to have used a lot of low-res pixellated textures for their examples so I wonder how well it scales, and how fast it is, but it might be interesting for unique terrain textures.

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