Introducing GameDev.net ShaderLab
Today we are opening ShaderLab, a new part of GameDev.net dedicated to shader authoring, learning, and experimentation. Shaders are central to modern game development. They define materials and lighting, produce …
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Today we are opening ShaderLab, a new part of GameDev.net dedicated to shader authoring, learning, and experimentation. Shaders are central to modern game development. They define materials and lighting, produce …
This is a roadmap for learning the basics of graphics programming on one's own, from free online resources. Introduction About This is a roadmap for learning basic graphics programming on …
Name: Manglelee699 Role Required: 3D Environment Artist My Role: Programmer, SFX, Composer, Director My Previous Projects: N/A Team Size: 5 Project Length: 3–6 months Compensation: Unpaid / Volunteer Engine: Godot, …
Urban42 wrote: But there is a problem which I've been struggling to solve. Meshes are made of flat polygons. The exposed interiors of the shards and partially destroyed objects look …
There's a lot of approaches, but yes, you can't just subdivide the existing mesh and expect it to work well. You'll need to create new meshes that include what the …
Hi! for the past week Ive been actively developing a real time destruction system based on voxels, however i do not want voxel graphic. The idea was simple: using same …
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