Here's some cute bounding box functions for 2D shapes. A longer list here: iquilezles.org/articles/bbo...
25.11.2025 00:34
👍 244
🔁 46
💬 3
📌 0
y'ever see my blog post about Max Payne 2's character shadows? got some good Remedy dev scoops in there
www.joewintergreen.com/dev-scoops-m...
20.07.2025 14:10
👍 320
🔁 63
💬 5
📌 4
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
YouTube video by Academy Software Foundation
Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...
03.09.2025 19:54
👍 47
🔁 11
💬 0
📌 0
Following the same logic, it would be better to remove all but one camera to avoid contention/ambiguity
02.09.2025 06:12
👍 1
🔁 0
💬 0
📌 0
Decided to check out how water is rendered in Counter-Strike 2.
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
11.06.2025 00:55
👍 196
🔁 49
💬 5
📌 5
GitHub - SergeyMakeev/ArcadeCarPhysics: Arcade Car Physics - Vehicle Simulation for Unity3D
Arcade Car Physics - Vehicle Simulation for Unity3D - SergeyMakeev/ArcadeCarPhysics
That’s wild - over 5 years ago I was just toying with the idea for arcade car physics to capture that arcade feel… and today a game on Steam is about to release using that code 😊
Here's my racer code
github.com/SergeyMakeev...
The game that using it
www.ulule.com/highwaytoheal/
16.05.2025 03:33
👍 2
🔁 0
💬 0
📌 0
In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.
The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
05.12.2024 22:11
👍 710
🔁 109
💬 11
📌 9