-
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_ ) |
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:
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 |