Warning: not a technical post, just my random musings. Apologies. This post was inspired by a twitter discussion with Thomas Vandenberg (a game developer himself) who pondered if games are just dopamine machines . I argued that my favourite games are first and foremost worlds and only then games, and the best and most memorable feelings Continue reading
A week ago I have left Russia. Less because of sanctions and more because of the insanity that is happening within. Since the war started I was looking at my news feed with horror and disbelief, my arms and legs shaking, I barely slept or ate. I think it s important to share my thoughts right Continue reading
Through the course of life I tried to explain to myself what is, at least in my opinion, the most important thing about art, what is this difference between things that affect me deeply and those only providing temporary amusement or the lack thereof. Having read/watched/listened/played many things, I concluded that a (subjectively) great book/movie/song/game Continue reading
Since 2015 I was working on a GPU lightmapper called Bakery. It s finally done, and you can even buy it on Unity s Asset Store (it can be used outside of Unity as well, but the demand is higher there). Originally intended for my own game, I decided to make it a product by itself and Continue reading
After the Flood is a WebGL 2.0 demo I worked on for PlayCanvas and Mozilla. It features procedural clouds, water ripple generation, transform feedback particles and simple tree motion simulation. It s not as polished as I wanted it to be though. Here s the post from Mozilla: https://hacks.mozilla.org/2017/01/webgl-2-lands-in-firefox/ And another:…
I was recently talking to a friend, listing reasons of why I m orbiting around the game industry, and decided to make a post out of it. While I m not truly an accomplished game developer, meaning I didn t ship a finished game, I still exist in this world, making engines, playable demos, prototypes and similar things. Continue reading
Here s a little breakdown and implementation details of the real-time painted world in my last demo JG. Here s the video Here s the demo (Click for Russian version) The painted effect wasn t planned. Originally I only had an idea to render a natural scenery of a certain kind, and I wasn t ready to spend Continue reading
Речь пойдёт о том, как был сделан нарисованный мир в моей последней демке JG. (Click for English version) Эффект нарисованности не был запланированным. Была идея показать природную сцену определённого типа и мало времени. Стало ясно: пытаться делать реалистично даст либо очень посредственную картинку (ввиду Unity и сложности моделирования растительности для игр), либо год мучений Continue reading
Prefiltered cubemaps are widely used in games. The idea is to match cubemap blurriness at each mip to appearance of the BRDF you use. It s all started with Modified Cubemapgen Then there s also cmft which is quite faster Finally there s Lys All these tools are separate utilities which also have a command-line support (except Lys). Continue reading
These are notes for myself about shadow mapping bias. Good summary about all aspects of shadow mapping: http://mynameismjp.wordpress.com/2013/09/10/shadow-maps/ My results: I m not sure what s wrong about Receiver Plane depth bias. What is interesting, it does work OK when there is no interpolation between samples. In this presentation, there s a comparison, but it also uses samples Continue…
I recently did some work on improving graphics of PlayCanvas engine. Now it is able to do the same things as my geom.io project did, but faster and better. And more feature-rich. You can check out a demo here: http://apps.playcanvas.com/max/star-lord/Star-Lord Comparison of what PlayCanvas was capable before with it s current state: Actual demo was assembled Continue reading
A little trick how to chamfer geometry edges with just one face and get good results. It was originally invented by Arenshi, a good friend of mine, I just made a script to automate it and decided to share the knowledge. The problem is that default face smoothing behaviour in modeling programs (at least in Continue reading
Many people complained about jerky and jumpy camera behaviour in the prototype of my game, Faded. I wasn t happy with it myself either, I just had to implement so many things with no enough time to make each one perfect. Recently I decided to finally fix it. Third person cameras are very different in every Continue reading
OK, so you probably know what ubershaders are? Unfortunately there is no wiki on this term, but mostly by it we mean very fat shaders containing all possible features with compile-time branching that allows them to be then specialized into any kind of small shader with a limited amount of tasks. But it can be Continue reading
I actually made this blog to write about purely technical stuff mostly, but all my twitter is so full of these hot debates, so I decided to declare my point of view, just in case. If you have no idea what I m talking about, the short story is: There is a girl called Anita Sarkeesian, Continue reading
Last update: 26 May 2014. This post will cover some of my humble findings when implementing a tiled deferred rendering with MSAA support. I will also update it occasionally. Recap: Deferred shading is a well-known rendering technique: we first render the scene to a G-Buffer , containing geometry and material data (e.g. position/depth, normals, surface Continue reading
А тем временем я делаю новый проект geom.io хостинг 3D моделей. Сие даёт возможность вам: Тестить различные реал-тайм материалы и свет на ваших моделях (аля Marmoset) доступен стандартный материал с простыми настройками и возможность написать/скопипастить любой другой шейдер вместо него; Загружать ваши модели с настроеным рендером в инет, в результате Continue reading
На самом деле, кроме теней, я не проводил такой капитальный ресерч, достойный отдельного поста по другим темам. Поэтому я решил выгрузить все остальные интересные вещи в один пост. Пока выгрузил только одну. Во-первых, о чём, собственно речь? Это видео с финальной дипломной сцены: http://www.youtube.com/watch?v=7IolXxg1_q8 И пара скринов: На самом деле, это далеко от того, что Continue reading
Тут я начну цикл постов по темам того, чем я занимался в своей дипломной работе. Называлась она незатейливо: Реалистичные материалы в реалтайм рендеринге , однако под собой это подразумевало всё что угодно от реалистичных теней до избавления мелкого спекуляра от алиасинга. В целом, задача была рендерить красивую сцену в реалтайме. В этом посте я расскажу, Continue reading
Прежде чем рассказать о своём дипломе, запощу ка я сюда вялую коллекцию своих моделек и картинок. Environment: я делал всю геометрию уровней/пропсов в Incident, а друг текстурил её. Сейчас наши самые вменяемые модели тех времён можно купить на турбосквиде. Модель вертолёта друг так и не затекстурил а ведь она планировалась быть главным героем симулятора: Continue reading
Привет. Я самопровозглашённый программист графики и indie-разработчик игр. Моё желание и цель разработка хороших и интересных видеоигр. Помимо графики я также писал физику, геймплей, тулзы, плагины и чего только не писал. Главное было бы ради чего. Что же я сделал и каков мой пройденный путь? Жили были я и мой друг (я Continue reading