About
Popular Posts
-
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...
-
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. ...
-
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...
-
Well, this blog needed some fresh air, so here it is. I have been working in my GI technique, and one aspect I wanted to fix was the voxel ...
-
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 ...
-
Branches, while faster every day, can be slow in some systems, especially in GPUs. By slow I mean slower than some arithmetic operations. If...
-
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...
-
Here's a model I found in the depths of my hard drive. Is a high-poly sculpt before of the times of Dynamic Topology in Blender, so ther...
-
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...
-
Here I present what I like to call a "Dynamic Struct". The idea is to have a struct that you can define at run-time, and get the ...