Patrons The 6th part of ShaderQuest is brought to you by these awesome Patrons: Not Invader Zim orels1 Sergey Gonchar Tiph’ (DN) Introduction In the previous part we covered some info around the syntax of shader coding as well as some info on how colors work and behave in the context of shaders. But changing …
Patrons The 5th part of ShaderQuest is brought to you by these awesome Patrons: Not Invader Zim orels1 Sergey Gonchar Tiph’ (DN) Introduction This part is going to combine two subjects as I thought that a part on each individual subject would end up a bit short. The first part is going to cover some …
Patrons The 4th part of ShaderQuest post is brought to you by these awesome Patrons: Not Invader Zim Tiph’ (DN) orels1 raingame Introduction I know you’re probably eager to get into the nitty gritty of shader creation, but once again I’m about to disappoint you. This is the last introductory ShaderQuest post that doesn’t go …
How I wrote my own 3D game engine and shipped a game with it in 20 months: https://t.co/RONYFxJnW9 #gamedev #indiedev pic.twitter.com/HXU7IQwBQR — KEYREAL (@kircode) October 15, 2017 My CUDA accelerated version of @peter_shirley‘s Ray Tracing in One Weekend is finished. 😀 You can also build the CPU-only version, I plan on keeping both versions alive …