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It’s practically a tradition. New hardware generation, new feature set. Ask the age old question: “is real time ray tracing practical yet?”. No, no it’s not is the answer that comes back every time. But when I moved to Directx 11 sometime in the second half of 2011 I had the feeling that maybe this time it’d be different and the tide was changing. Ray tracing on GPUs in various forms has become po
As promised, they’re here! I’m afraid I had to delete all the videos, but apparently the recording of the full thing should be in the GDC Vault at some point. [PDF here] Yes I am aware that SlideShare managed to crop the bejesus out of my presentation To everyone who showed up to my talk – thanks for coming! Here are the slides as a memento of the occasion! To anyone who couldn’t make it and wants
New year, new lifestyle. After nearly 9 years at Sony Computer Entertainment Europe across both R&D and World Wide Studios, I’m leaving for pastures new and exciting. This marks major a shift in career for me. By leaving SCEE I’ll effectively be leaving the games industry that I’ve worked in since leaving university in 2001, and instead doing something that probably makes perfect sense for a demo
During the making of Frameranger, I spent some time looking into making a “modern particle system”. Particles have been around for ever and ever, and by and large they haven’t changed that much in demos over the last 5-10 years. You simulate the particles (around 1000 – 100,000 of them) on the CPU, animating them using a mix of simple physics, morphs and hardcoded magic; sort them back to front if
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