- Bluenoise in the game INSIDE (dithering, raymarching, reflections)
- Dithering, Ray marching, shadows etc
- A Survery of Blue Noise and Its Applications
- Moments In Graphics (void-and-cluster)
- Bart Wronski Implementation of Solid Angle algorithm
| #include <stdio.h> | |
| #include <errno.h> | |
| #include <stdlib.h> | |
| #include <stdint.h> | |
| #include <assert.h> | |
| #include <string.h> | |
| #define streq(a, b) (!strcmp((a), (b))) | |
| #ifndef __USE_GNU | |
| #define __USE_GNU |
| // gcc test.c `pkg-config --cflags --libs gtk+-3.0 gdk-3.0` -lX11 && ./a.out | |
| #include <X11/Xlib.h> | |
| #include <unistd.h> | |
| #include <stdio.h> | |
| #include <gtk/gtk.h> | |
| #include <gdk/gdkx.h> | |
| static void my_gtk_realize(GtkWidget* widget, gpointer user) |
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https: