bitsquid: development blog
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Best pages on Bitsquid.blogspot.com
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Note: The Markdown version of this document is available and might have better formatting on phones/tablets. The following is a small gathering of notes and findings that we made throughout the implem...
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bitsquid: development blog: Building a Data-Oriented Entity System (part 1)
We have recently started to look into adding an entity/component system to the Bitsquid engine. You may be surprised to learn that the Bit...
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bitsquid: development blog: Lightweight Lua Bindings
A scripting language, such as Lua, can bring huge productivity gains to a game project. Quick iterations, immediate code reloads and an in-g...
Bitsquid.blogspot.com news digest
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6 years
This is a quick blog to share some of the progress Olivier Dionne and I made lately with Physical Cameras in Stingray. Our goal of implementing a solid physically based pipeline has always been split in three phases. First we validated our standard material...
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6 years
Notes On Screen Space HIZ Tracing
Note: The Markdown version of this document is available and might have better formatting on phones/tablets.
The following is a small gathering of notes and findings that we made throughout the implementation of hiz tracing in screen space for ssr in Stingray. I recently heard a few claims regarding hiz tracing which motivated me to share some notes on the... -
6 years
Validating materials and lights in Stingray
Stingray 1.9 is just around the corner and with it will come our new physical lights. I wanted to write a little bit about the validation process that we went through to increase our confidence in the behaviour of our materials and lights.
Early on we were quite set on building a small controlled "light room" similar to what the Fox Engine team presented at GDC as a validation process. But while this seemed like a fantastic way to confirm the entire pipeline is giving plausible results... -
6 years
While playing Horizon Zero Dawn I got inspired by the lens flare they supported and decided to look into implementing some basic ones in Stingray. There were four types of flare I was particularly interested in.
Anisomorphic flare
Aperture diffraction (Starbursts)...
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Web host: | Google LLC |
Registrar: | MarkMonitor Inc. |
Registrant: | Google LLC |
Updated: | June 29, 2023 |
Expires: | July 31, 2024 |
Created: | July 31, 2000 |
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