Realtime mocap used in Hellblade
A very interesting article on Ninja Theory's realtime motion capture technology as seen in Hellblade, and demoed at GDC and at SIGGRAPH....
Member since Apr 2012
A very interesting article on Ninja Theory's realtime motion capture technology as seen in Hellblade, and demoed at GDC and at SIGGRAPH....
1. you can draw a million animated plants with no culling using instancing with static instance data. dynamic data is another story ( 60 vs 23 FPS i7...
Use of the Golden Ratio when modeling plantsFound this on YouTube:from:https://en.wikipedia.org/wiki/Golden_ratioUnder the subtopic Nature:"Adolf...
Creating assets for a nature scene - a 6 part Blender YouTube tutorial Found this on YouTube - very informative.
thoughts on fix-your-timestep and the spiral of death: in the fix-your timestep algo its generally assumed that on average ET will be < DT. with no...
Increasing ET accuracy in fix-your-timestep The typical implementation of fix-your-timestep looks something like this:while ! quitgame { start_timer...
An excellent video on techniques used to achieve photorealism in computer graphics.
The Grand List Of Console Role Playing Game Cliches from http://project-apollo.net/text/rpg.html There are few people who love a good console RPG...
Extra Credits - an online weekly video series about game designhttp://extra-credits.net/shows/extra-credits/
6 Fascinating Facts About How Video Games are Good For Youfrom the Intel...
Beautiful code part 3 - bottom up designan example of beautiful code using bottom up design.with this method, you start with the lowest level stuff,...
Beautiful code - part 2 - top down designan example of beautiful code.this was a result of top down design. IE high level routines fist, lowest level...
Skinned mesh code part 5 - implementation example 2another implementation example from caveman 3.0:this is the actual code that draws band members...
Skinned mesh code part 4 - implementation exampleAn implementation example from Caveman 3.0: // called by draw_skinmesh_caveman // draws eyeballs...
Skinned mesh code part 3 - mesh and controller memory pools // ----------------------------------- skinned mesh pool API...
Skinned mesh code part 2Rockland skinned mesh API // ------------------------ Rockland skinned mesh API -------------------------- //...
skinned mesh code part 1low level Microsoft code from DXUT.h and tiny.cpp. June 2010 DX9.0c SDK. //...
L Spiro on scene managers vs state managersan excellent description of scene and state managers by L Spiro from a recent...
Servant of The Lord on inheritance vs compositiona very lucid explanation of inheritance vs composition by Servant of the Lord, from a recent...
Niklas Frykholm's articles on Managing DecouplingI just stumbled across this excellent series of articles right here on...
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