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I allways try to prove that Blender is as least as powerful as the other software arround. Shadow Box, a nice feature of ZBrush, that allows...
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As AHR is now "mature", I decided to go and try to implement it inside Unreal Engine 4. Still at early stages, but getting there. ...
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A while back, when working on my first engine, Atom Engine (DirectX 9), I played a bit with shaders for reflections. A fast but extremely ha...
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Working on a parser the other day, I decided to use the new <regex> library in C++ 11. It's awesome, once you get to know the reg...
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Branches, while faster every day, can be slow in some systems, especially in GPUs. By slow I mean slower than some arithmetic operations. If...
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Well, this blog has been dead for a while. I was working hard on getting AHR ready for the GDC, as I was rejected at SIGGRAPH (but not by fa...
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So, the other day I decided I wanted to try to add particles to my engine. I already have PhysX ( 3.3 beta ) working, so I grabbed the docum...
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Here are some concept models ( and some not so concepts ) of guns for the Nanoattack demo. "...modern guns work by either electromagn...
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So I finally got to work again in the particles simulation, and I made some advances. Mainly, fixing the displacement of the particles and a...
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In HDR rendering ( and LDR too ) is common to add bloom to the scene. To create it, you need to mask the bright parts of the scene, blur it ...