"Strength and wisdom are not opposing values."
- Bill Clinton
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New instancing demo
Wednesday, August 18, 2004 | Permalink

A new instancing demo is up. ATI users will need the new Catalyst 4.8 drivers to be able to use the instancing path.

The demo now includes the ability to change the particle spawn rate. Use the + and - keys for this.

Another update: Fixed a problem with resizing the window.

[ 22 comments | Last comment by Humus (2004-09-04 00:44:48) ]

Home from Meltdown
Friday, July 30, 2004 | Permalink

I'm back home again after attending Meltdown for a few days. It's the first event of this kind I've attended, so it was pretty cool. Got to meet some real developers and see a couple of unreleased titles. Not that many people attending though, and during the speech sessions I attended the room wasn't even filled anywhere close to half. Overall pretty cool and a lot of fun though.

[ 15 comments | Last comment by GianT (2004-08-12 18:46:58) ]

Server is back up again
Saturday, July 24, 2004 | Permalink

The server is alive and kicking again after a few days of downtime.

[ 3 comments | Last comment by Scott (2004-07-27 06:35:08) ]

Soft shadows demo
Tuesday, July 13, 2004 | Permalink

Another demo sees the light of the day.


[ 38 comments | Last comment by Artem (2004-08-26 14:22:19) ]

400,000th visitor
Tuesday, July 6, 2004 | Permalink

Well, creating controversy pays off in terms of visitors to the site. The 3D page has now reached 400,000 visits, of which something like 30,000 or so are from the last 5 days.

[ 16 comments | Last comment by Zygote (2004-07-25 18:25:03) ]

New dynamic brancing demo
Thursday, July 1, 2004 | Permalink

Here's a demo that does dynamic branching, without the need for pixel shader 3.0, and still receives the huge performance boost that pixel shader 3.0 dynamic branching supposedly gives when utilized in a similar fashion.


Since it seems people have lost the ability to understand smilies I removed the first line of this post. Couldn't have imagined that people would feel so seriously offended by it, and I certainly didn't foresee the amount of crap I would recieved for it.

2004-07-04: Did a minor update to the demo to work around the performance drop issue on nVidia cards. The demo will now let you choose between doing a full stencil clear or simply zero it for surviving fragment. The former method seems to be required for this technique to see any performance gains at all on nVidia hardware, while both methods run fast on ATI card, the latter at a higher speed though. In order to get maximum performance it will choose zeroing as default for ATI and full stencil clear on everyone else. I don't know if that assumption holds true for other vendors though.

[ 49 comments | Last comment by Humus (2004-08-04 00:43:51) ]

3Dc texture compression demo
Sunday, June 27, 2004 | Permalink

It took a bit longer than I had originally planned, but now the 3Dc demo I promised is finally here. Haven't had much time to dedicate to this project, and unfortunately I had to do some changes to my framework to get things up and running the way I wanted it. I rewrote my whole DXT decompression code and added 3Dc decompression to it. I also had to write that 3DcGenerator tool (which I btw now have updated to include some more advanced normal map generation code) to get my 3Dc textures. With that done however, getting 3Dc into future applications will be a quick and easy task.

Anyway, this demo mainly shows off 3Dc texture compression and how to use it, but also illustrates how to use detail normal mapping. Plus a bunch of other stuff like offset mapping, cubic shadow mapping etc., but I've done that before.

Anyway, enjoy.

[ 18 comments | Last comment by Artem (2004-08-26 14:20:45) ]

New gallery
Tuesday, June 22, 2004 | Permalink

I have uploaded a new gallery with set of random pictures from the first half of 2004. From midwinter picture back home in Sweden to summer pictures of my new home in Canada.

[ 5 comments | Last comment by Humus (2004-06-29 00:53:32) ]

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