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VRage3 Raytraced GI On/Off Comparison

Space Engineers uses a lot of semi-metallic materials, which gives a sort of "car paint" feel to the armor blocks. However, when showcasing raytracing I would prefer more matte materials, which are more common and our eyes are more used to looking at. With the debug menu added in 2.0.2.47, I can use debug menu settings to adjust these semi metallic materials to be matte while keeping metals still…

Space Engineers 2: Rendering Engineering Work

All images taken from Marek's Dev Diary. Custom images of gameplay will be captured later, especially after the release of VS2.

"Super Imposter" shader: my journey to make a high quality imposter shader

The Goal First, the definition of what I was trying to accomplish: rendering with polygons and with voxels are two currently very well...

Scenario Test Week 2020: Unity Airship game

In order to test the functionality of the systems in Unity's latest release, everyone got into groups and made small games. Our original...

Project at Unity: DOTS Tornado simulation

During my time at unity, before Covid hit, we were given a week of training in the new paradigm meant to improve performance, networking,...

Progress made on my fractal program part two: create your own fractals!

This took around a week to do but it was well worth it. Clicking the "custom function" checkbox will take you to this UI: The proper way...

Progress made on my fractal program: part one (more fractals!)

I wanted to make two blog posts, one dedicated to some of the new built in fractals I added into my fractal program, and one for the more...

Images made with the latest iteration of my fractal program

I've added some more fractal algorithms, such as Burning Ship, Burning Ship Julia, Distorted Mandelbrot (my own algorithm) and Distorted...

More work done on fractal program + download link

New features: Custom Julia Set position! Input a custom position or middle mouse click anywhere to set the position. Middle mouse click...

C++ Escape Time Fractal Program - Improvements

I took a week or so break from coding (Guilty Gear Strive is addicting!) but a couple of days ago I got back into working on the fractal...

1 Week of C++ practice: Escape time fractal renderer

Features: Multithreading Runs drawing code off the main thread. Drawing code is split into a number of threads (the constant is currently...

Shaders made when working at Unity

I did a few advanced shaders when I was working at Unity during some of my free time in order to test Shadergraph's functionality. Most...

4D Perlin and Worley noise fractals

I've been working on this for the last few days. I don't consider any of the code I wrote here to be particularly impressive; it's all...

A few noise related things I completed but didn't get around to making a post on (until now)

The first one's a simple animated cloud, made using tessellation and a simple vertex offset along the normal. It uses a 4D Perlin noise...

Animated Worley Noise (Trypophobia Warning)

So this started as an attempt to replicate the Shadergraph "Voronoi" in normal CG shaders, but got a lot more interesting. My main reason...

Water shader improvements

I felt like my water shader needed an improvement, so I went to look into tessellation and vertex displacement. With surface shaders,...

Randomly Generating Terrain: Improvements

Over the past day I made some improvements to my randomly generating terrain tool: New features include: Added Height: raises the...

Randomly Generated Terrain

I took a break from programming for a little bit and to get back into it, I decided what I wanted to do was get started on learning how...

Shader experimentation: Cut-out billboard particles with depth

This is something that has been bothering me for a while. The majority of billboard particles in games have completely flat intersections...

Unity 1 day animation test

I spent 6 hours and 10 minutes working with the animator, programming physics, etc. for a character. Everything in this video was coded...