I wanted to take a stab at a depth of field technique – overall I’m happy with the results but I do have some areas I’d like to improve. This is a simple, straight forward technique which runs at ~.4ms on a 1080 Ti at 1080p resolution.
You can read about it here.
Hemisphere Sampling Algorithms and Cosine Weighted Hemisphere Sampling Algorithms are once again in the news because of the buzz around Ray Tracing. This post describes what they are and walks through the algorithms step by step so you understand them rather than just copy and pasting code (which I’m sure none of us ever do!).
You can read my description here.
My colleague and I wrote a paper on DRR+Checkerboard Rendering and released a full implementation in a fork of the DX12 Mini Engine.
You can read about it and find the github links here:
I’ve decided to take a plunge and try to build my own gaming console. The 6502 is special to me, so that’s the heart of it – but I’m using some ATmegas for more modern stuff: Serial I/O, Internet?, Video out, etc.
You can follow my progress here:
Over the past 2 years in my spare time I’ve been helping to push out an indie game. Mostly I’ve focused on framework mechanics; check point system, save game system, gameplay triggering system, etc. You can find it on early release here:
I finally fulfilled a childhood dream; I used the NES expansion port to enhance the NES! I created an interface and a homebrew cartridge for it which allows it to send tweets.
Read all about it here!