내가 좋아할 만한 콘텐츠
Mikkelsen, Practical Real-Time Hex-Tiling. jcgt.org/published/0011…

Nobody knows how much games cost to develop, how they’re developed, and how game design works.

20 years later, this is still my favorite uv-packing algorithm www-ui.is.s.u-tokyo.ac.jp/~takeo/papers/…

for(float i,g,e,s,k=t*.1;++i<99.;o.rgb+=hsv(s/15.+.5,.3,s/1e3)){vec3 p=vec3(g*(FC.xy-.5*r)/r.y+.5,g-1.);p.xz*=rotate2D(k);s=3.;for(int i;i++<9;p=vec3(2,4,2)-abs(abs(p)*e-vec3(4,4,2)))s*=e=max(1.,(8.-8.*cos(k))/dot(p,p));g+=min(length(p.xz),p.y)/s;s=log(s);} #つぶやきGLSL
Not wearing pants on a zoom call is frustum culling
the old lfo trick to get stable sin & cos waves still amazes me, especially as it looks like a complex multiplication done wrong: c-=a*s; s+=a*c; that's it! start with c=1,s=0, a small constant. fp errors cancel, stable forever. note no temp copy of c/s in update!feels like magic
Just today... I found a stack of old tapes and discs that we filmed from past fighting game events (early 2000s). Check out this alternate viewpoint from one of the legendary moments in competitive gaming history... youtu.be/Kg1xPOUn7vQ
A map from the unit square to the unit circle, without trigonometry, that I found in this paper arxiv.org/ftp/arxiv/pape… . I reduced and simplified to just v = maxcomp(abs(v))*normalize(v) Not for sampling, but great for geometry. Presumably works in 3D! shadertoy.com/view/3dsSWs

Made some more progress with my river render. Switched from using advected textures to Stefan Jeschke's Siggraph 2018 Wave Profile ideas. Looks much richer! #screenshotsaturday
All right guys! Let's start posting and sharing links useful for guys who want to get into physical simulation in computer graphics!!! I'll start below!!!
PICA PICA - Real-time raytracing experiment with self-learning AI agents, using the new @DirectX12 Raytracing API (DXR) in our Halcyon R&D engine! youtube.com/watch?v=LXo0Wd…
youtube.com
YouTube
SEED - Project PICA PICA - Real-time Raytracing Experiment using DXR...
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