- Видео 58
- Просмотров 4 847
Reto Tschofenig
Швейцария
Добавлен 6 ноя 2011
Colony needs roads (PoC 2)
Buildings can have connectors for roads and pathways. Connectors include an orientation system based on a circle-line-circle algorithm. Basic bridge functionality but without terrain leveling (as this would currently disrupt terrain during construction). Preliminary support for 2-way and 3-way junctions.
Просмотров: 28
Видео
Build a Space Colony in 5 Minutes (PoC 1)
Просмотров 36Месяц назад
This PoC showcases a system for creating a space colony. The project demonstrates the following key features: - Developed in C - Vulkan real-time ray tracing for rendering - Jolt Physics Engine integration - Terrain management with physical rebuild handled in a background job - Mouse-based building placement with collision detection - Automatic terrain leveling to match the building's footprint...
Solar-System Version 2 making of
Просмотров 262 месяца назад
Second version of the flight through the solar system with a small making-of. Speed lines and a black hole have been added. Realtime raytracing with Vulkan, C and Jolt Physics Engine of a procedurally generated solar system: - The Sun is as a simple yellow sphere with some particles for the flare effect. - Planets are generated using an Ico-Sphere subdivided along its main-edges. Their surfaces...
Solar-System with Gravity Well
Просмотров 2042 месяца назад
Realtime raytracing with Vulkan, C and Jolt Physics Engine of a procedurally generated solar system: - The Sun is as a simple yellow sphere with some particles for the flare effect. - Planets are generated using an Ico-Sphere subdivided along its main-edges. Their surfaces are shaped using heightmap stamps, with material types determined by height, latitude, and noise. - Asteroids and debris fr...
Destruction (work in progress)
Просмотров 1133 месяца назад
Did someone claim that I hide fireworks in plastic toys? No, my spaceships are solidly built from glass. My still very primitive destruct mechanism slices through the model like butter with a laser, tearing apart the molecular bonds throughout the entire object at the same moment, making it unrealistic. Now, I could rebuild the bomber like the turret from individual parts. In the Unity version ...
SM_Ship_Bomber_02
Просмотров 333 месяца назад
Finally, we managed to unpack the first SM_Ship_Bomber_02. Admittedly, we didn't read the fine print very carefully. You'd expect a bomber to have missile launchers, right? Or maybe not? Perhaps it's just a translation error, and it's actually called SM_Ship_Bomb_02. And then the pilot mentioned something about an ejection seat. Oh, by the way, we currently have an open position for a pilot.
So many Turrets
Просмотров 414 месяца назад
So many turrets, so few VFX, such tiny FPS. My particle system, implemented in the Vulkan real-time raytracer with one instance per particle, is too slow. Or is it the physics?
DopShip01 - Design errors
Просмотров 485 месяцев назад
The first batch of DropShip01 has been delivered. I just wonder if the construction department was drunk and if the quality control team was on vacation. This thing has no landing gear. Not only does the paint get scratched, but loading it on uneven ground will be a circus act.The engines seem to be designed as spare wheels. Very creative. In general, it's challenging to hover with just one axi...
Every spell holds its shadow, ghosts appear (VFX)
Просмотров 60Год назад
Every spell holds its shadow, ghosts appear (VFX)
ODT-Dungeon light spell (VFX)
Просмотров 61Год назад
I am a wizard, and my first spell is a level 1 light spell. ODT-Dungeon is the Summer Week 2023 practice project aimed at extending the real-time raytracer from the previous exercise. The goals include separating the renderer and raytracer, optimizing and cleaning up the raytracer, and splitting the single thread into Main, Scene, and Render threads.
Hover Tank 01 - First Test
Просмотров 101Год назад
Did some experimenting with the HoverTank. But the VFX is somehow not what I imagined. (Jolt Physics, SDL2 for Audio)
Tropical Island
Просмотров 82Год назад
Final video of my holiday project. The island is loaded from a heightmap image. The terrain consists of points in a 2D array. For the mesh, each point has 9 vertexes. This allows me easy digging, however the cliffs are not pretty. The terrain types and their objects are rule-based, procedural generated with some randomness. The trees respect their leaves have transparent textures. Unfortunately...
Collection Viewer Tropical Jungle
Просмотров 41Год назад
In preparation for what I could put on an island, I needed an overview of what's in nature biome - tropical jungle and whether I'm importing and rendering it correctly.. Delimitation: Unity already has this in the package browser, but I work more on a low-level. An external video helps me with the asset selection. And maybe it will serve someone else too.
Jolt Physics
Просмотров 2,4 тыс.Год назад
First attempts with the Jolt Physics Engine: Terrain, Shapes, Object-Placement, Vehicle.
Star Trek USS Voyager Beleuchtungsprototyp
Просмотров 121Год назад
Star Trek USS Voyager Beleuchtungsprototyp
Cool demo. Can you describe what you do? For every frame you update animation, reskin (compute shader?) and then rebuild acceleration structure?
Thanks! In a conventional rasterizer, skinning can be computed in the vertex shader. This is highly efficient since only one mesh is needed on the GPU, and during rendering, each character instance maps its vertices to the skeleton matrices. However, in a raytracer (to my knowledge), there is no vertex shader. Therefore, each character instance requires its own mesh and BLAS. This means that, similar to the rasterizer, I compute per instance the current animation pose and his skin matrices and then i invoke a compute shader to transform the static mesh into the current pose. Afterward, the BLAS is updated. Since this process takes time for many character instances, I only update each instance every x frames. The main issue is that each character instance needs a separate copy of the mesh, which limits the number of characters that can be displayed by the GPU's memory. As a result, large crowds are not possible with this approach. However, since the camera would be far away in such scenarios, alternative techniques can be used to bypass this limitation.
Das sieht absolut phantastisch aus! Zudem ist es das erste Mal, dass ich von Light My Bricks erfahre