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If you need to lerp scale/zoom, then you'll want to use this transform trick.
In this case, transform to log space, lerp, and transform back.
You can see the animation on the left seems to accelerate/decelerate more abruptly than the one on the right.
Back from some time off programming with a Jump Flood Algorith demo to ease back in!
JFA can be used to create a screen SDF from a model in real time - useful for things like silhouette outlines or any other visual effects. More effects coming up! ✨
#threejs#webgl#gamedev
Mesh distance field repels Water: sampling scalar SDFs and injecting the vector gradient into sim velocity field. FluidNinja LIVE 2.0 pre-alpha, 100m area, 2K sim, 260 FPS on RTX3080
#unrealengine#UE5#realtimevfx#fluidninja
I'm slowly porting my approximate grid SPH simulation to VRChat. It did require few improvements to be stable enough, now its a hybrid neighbor index/particle average grid.
Still need to implement @d4rkpl4y3r_vr's mip counting sorting method for improved performance.
Ray-marched surface, take 2. Not sure why it's so much brighter than regular meshing. Even dual contouring can't beat this because it's the ground truth. Voxel density affects the proxy mesh complexity but doesn't change the visuals. #MudBun#MadeWithUnity#GameDev#VFX