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A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
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S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
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[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
#pragma once | |
/* | |
// Example use on Windows with links opening in a browser | |
#define WIN32_LEAN_AND_MEAN | |
#include <Windows.h> | |
#include "Shellapi.h" | |
inline void LinkCallback( const char* link_, uint32_t linkLength_ ) |
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 or Unity for their games (or that's what lot of people think) because d
Platforms:
- Linux
- Windows
- macOS
Python versions: 2.7, 3.7, 3.8 and 3.9
OTIO 0.14.0
has 22 wheels produced and uploaded to PyPI (see https://pypi.org/project/OpenTimelineIO/#files).
import SwiftUI | |
enum OSDocumentError: Error { | |
case unknownFileFormat | |
} | |
#if canImport(UIKit) | |
import UIKit |
import SwiftUI | |
enum OSDocumentError: Error { | |
case unknownFileFormat | |
} | |
#if canImport(UIKit) | |
import UIKit |