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October 16, 2013at3:28 pm English, UNO, WebGL, No Comment
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Twins

November is closing and so is Movember. Now, I just want to say one thing. For me, a person with permanent whiskers, it’s annoying Month. Not that I’m not for the good cause, but I hate the fact that people will see me as a part of a campaign. I don’t wear moustache because of prostate cancer, other male cancer or associated charities. I wear them because they look fucking awesome! That’s all, peace and love.

The trick here is to render particles once to framebuffer with Spheremap coordinates as color values. Blur it and then render scene again and use those coordinate values to sample texture. There’s also a cut off on alpha channel and custom smoothing on edges. Works fast and looks solid… I mean liquid.

WebGL export via UNO in Realtime Studio

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October 15, 2013at3:28 pm English, UNO, WebGL, 2 Comments
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LiquidHeart

Today I learned how to do this. Notice that there are no jagged edges. :)

WebGL export via UNO in Realtime Studio

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October 8, 2013at9:49 pm English, Experimentals, Realtime Studio, UNO, WebGL, No Comment
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RenderPipeline
Real
time

Outracks guys pulled out a new version of UNO and Realtime Studio a couple days ago. The milestone is called Electron Volt. It contained a lot of improvements and additions. Batching framework and this thing called ‘virtual apply’ are my top most faves. Batching is for piling a lot of geometry in same buffer so that one can reduce the draw calls to minimum. This is exactly what I’ve done so far for performance reasons. Now it’s made easy. So easy that all I can do is drool.

This other feature called ‘virtual apply’ makes it easy (and frankly possible) to create complex rendering systems. This demo shows some of the features I’ve coded in my rendering pipeline. I won’t go into details until beta is over but what you see in demo is a scene that contains one large vertex buffer and I can control it through my RenderPipeline class. I can control EVERYTHING seen on the screen from post process to actual vertex and fragment shaders inside same class. Everything I do turns into sliders that I can adjust in realtime view. It is simply mad good.

Demo contains four different combinations of effects and sets of variables. Click the screen and press 1, 2, 3 or 4.

p.s. oh and as you can see I have a new blur code that is faster and reduce the flickering to minimum. You can read more about that here. If you’re at Outracks beta and want to know how, I’m more the happy to share that code.

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September 30, 2013at4:13 pm demoscene, English, Experimentals, UNO, WebGL, 2 Comments
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ReflectionParticle
Real
time

Here you have particles shaded with CubeMap as well as LightMap. Individually moving and forming shapes. Something I haven’t tried yet so it had to be done. Famous demos from Fairlight like, Ceasefire (all falls down..) by Carillon & Cyberiad & Fairlight, I believe, use somewhat similar technique.

The goal wasn’t to be able add as many particles to the screen as possible, however I build a stack of versions with different particle count:

109220
218440
327660
436880
546100
And of course the over million version, 1092200 ;)

WebGL export via UNO in Realtime Studio

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September 26, 2013at1:00 pm English, Experimentals, UNO, WebGL, No Comment
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MotionTronHQ
Real
time

Yet another remix. This time with full resolution and motion blur. So there are Reflection (Cubemap), Glow, FindEdges, DepthOfField, MotionBlur and Anti-Aliasing (though findedges remove most of it) all in same soup. Also the geometry is a bit different.

WebGL export via UNO in Realtime Studio

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September 25, 2013at10:40 am English, Experimentals, UNO, WebGL, 1 Comment
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EdgeFracture
Real
time

Made a remix of previous experiment IcoFracture. For this experiment I made a bit more advanced rendering pipeline. UNO library contains default filter called FindEdges. I took that code and implemented to my rendering pipeline. As a result the shading of geometry contains CubeMap, Edges, Glow and Depth Of Field. Insane how much stuff one can pile together with UNO and how fast. This one took me one night. :)

WebGL export via UNO in Realtime Studio

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September 16, 2013at6:53 pm English, Experimentals, UNO, WebGL, 4 Comments
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IcoFracture
Real
time

After almost two years since last experiment release here’s.. one. It’s WebGL and coded with UNO in Realtime Studio. I think more will follow.

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apexvj
APEXvj 2.0 was a huge challenge for me in so many ways. Most of it is something I’ve learned during last six months or so. From technical point of view I feel like I have found new horizons to explore. And design wise… oh well same shiz as always :)

In this post I’m covering several topics. So if you find some of them boring just keep on scrolling down.

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October 1, 2012at8:02 pm apexvj, design, English, flash, stage3d, 5 Comments
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Today I released the second version of APEXvj in browser. It took me several months to get this far. That’s simply because I only used irregular hours and minutes that was left from my everyday life. During these months I remade the whole thing several times. In this post I’ll show layouts and ideas I went through and why I ended up to decisions seen online today.

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March 20, 2012at1:09 pm air, apexvj, design, English, flash, stage3d, 18 Comments
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A couple weeks ago I released mobile version of my project APEXvj to stores. It’s made with Adobe AIR 3.2 and it works in iOS and Android. Since then I’ve been collecting feedback, reacting to those and continued to work on get it solid as possible.

The first release was in many ways total disaster and in other hand a priceless learning experience. This post will cover that and explain the design of gadget. I would also want to make one point (oh no…). This post covers many topics so if you find one boring just skip to next. It’ll also be pretty safe from hardcore coding stuff instead there’s a lot of pretty pictures :)

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