Update Pretty awesome! Julian Love gave us great information about the bubbles. With shader code examples! #27 Diablo 3 - Resource Bubbles Tamarin I added your demo link to the 007 article :) Thanks again!
Exact! But to be honest, i think it would be better without these vert movement because normally i would try i "hide" the fake. But especially when walk through doors, you can notice it pretty good. Anyway, it's awesome. And i got the link to the code from the developer, so check it out if you're interested. Link is in the…
Argh.. I am having allot of trouble making a decent video file. Some apps simply dont take in the files, other export em all wrong.. Anyone got any tips for free and decent video editing software? Edit- Managed to finally get it working. http://youtu.be/Q-LzYnuEpOk I have put descriptions of what I think is going on in the…
"When i worked on Sacred 2,we tried to make some eyes (growing at the ground, it was a spooky forest) look at you. The idea was to add a bone and let them always point at the player. This never did it into the game. It was too complicated to put this feature into the renderer for the short amount of time we had left."…
@Simon: thats related to the assasins creed windows article, there also was that video with the use of a parallax corrected cubemaps for reflections and manually accessing the mipmap level of the cubemap simmulates diffusion of the reflection. (that one [ame="http://www.youtube.com/watch?v=Bvar6X0dUGs"]Local Image-based…
Froyok & equil Thanks for the links! Really interesting! Kurt Russell Fan Club Thanks man :) Hm nice link ... i don't understand the shader code and stuff but it looks really nice! p.s. i added your link to the blog :) bb0x Hm right...good idea. Maybe it's some kind of "softparticle" ... All If you have a PC version of the…
tiling textures: you can "wrap" the coordinate in the shader prior making the look up. You only have to preserve original texture coordinate gradients so that the mipmaps are not screwed. Basically mipmaps are computed from the difference of texture coordinates with quad (2x2 pixel threads). When you do the coordinate…
Great work indeed, some things I'd rename/add/change a little, hence plenty feedback sent to Simon :) @Mrfred, "down to 8 cycles per FPS" A cycle is normally one "pump" through the processor. For example it can do one arithmetic operation per cycle (sometimes even more) per core. "Down to 8 cycles" may mean that a certain…