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Posts by Jaume Pla Ferriol

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Torna la SANT JORDI JAM! ❤️

Tercera edició de la game jam per celebrar la cultura catalana 🌹🐉📖

📍 Format online
📅 De l'1 al 22 d'abril
📢 Temàtica desvetllada el primer dia

🎨 per @sannypm.bsky.social 👁️‍🗨️

⬇️ Inscripcions i més info abaix! ⬇️

itch.io/jam/sant-jor... ✨

1 month ago 76 75 4 15
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How fungi research at Lund University could revolutionise infrastructure repair Much of the world's infrastructure is made of concrete, which presents a challenge when it cracks and needs repair. Traditional repair methods involve cutting away a large amount of material.

Can fungi be used to repair a bridge? At Lund University curiosity got researchers thinking...

Much of the world's infrastructure is made of concrete. Now researchers at Lund University are investigating an innovative alternative solution: using fungi to mend concrete.

1 year ago 9 3 0 0
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WebGL2 engine updates: implemented texture mapping, phong shading, point lights!
Next, multiple light sources, spot and area lights, normal maps, and maybe re-writing it in TypeScript 🤔
#GraphicsProgramming #TechArt #WebGL #OpenGL

1 year ago 7 0 0 0

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WebGL2 engine updates: got some animations to finish this scene. Next steps: ilumination and optimization! #GraphicsProgramming #TechArt #WebGL #OpenGL

1 year ago 4 0 0 0
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WebGL2 updates: quick cel shading, populated a scene, wireframe rendering tanks the performance for now 😅 (around 48k triangles here) #GraphicsProgramming #TechArt #WebGL #OpenGL

1 year ago 4 0 0 0
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WebGL2 engine update, vertex colors and normals implemented #GraphicsProgramming #TechArt #WebGL #OpenGL

1 year ago 2 0 0 0
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1 year ago 0 0 0 0

Nice seeing you here Oskar!

1 year ago 3 0 0 0
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WebGL2 engine update, implemented mesh instancing for scene dressing, still need to figure out how to actually instance the meshes on the gpu #GraphicsProgramming #TechArt #WebGL #OpenGL

1 year ago 1 0 0 0
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Working on my WebGL2 engine, implemented the player and a simple fps camera #GraphicsProgramming #TechArt #WebGL #OpenGL

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Screenshot of a basic WebGL renderer, displaying a cube and a sphere with a world normal visualization

Screenshot of a basic WebGL renderer, displaying a cube and a sphere with a world normal visualization

JS snippet showing a scene initialization (camera, shader, scene, game objects collection, game objects)

JS snippet showing a scene initialization (camera, shader, scene, game objects collection, game objects)

WebGL2 engine updates: abstracted most of the components into classes to be able to easily set up a scene. Next steps: file import (obj, JSON, glTF) & vertex normal visualization!

1 year ago 0 0 0 0

Go read this awesome article with lots of interactive visualizations and code snippets, really worth the read!

1 year ago 1 0 1 0
Render of red cubes and spheres with wireframe, on a blue background with fog

Render of red cubes and spheres with wireframe, on a blue background with fog

"full of soup" meme, changed to "full of oop"

"full of soup" meme, changed to "full of oop"

Making a WebGL engine, struggling a bit but learning a ton 😅

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Are you doing the cel shading with an unlit material and shader, or with a post-process material? Working on something similar right now, post-process interacts much better with lights, but with material it's more stylized...

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Will check it out, I was just watching a video about it 🤔
I used PHPstorm for a course a few years ago and really liked the Jetbrains IDEs

1 year ago 0 0 0 0

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1 year ago 1 0 0 0
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Onboard by Under The Bridge, Adrift99, jaumeplaf, StylizedCherry, Helena Madrenys, pruizmarin Awakened from cryosleep in an abandoned space station, you will have to escape before the growing entity gets you too...

Anyway here is the link if someone wants to try it! It's pretty short!
under-the-bridge.itch.io/onboard

Also, check the other members of the team in the link below:
under-the-bridge.itch.io

1 year ago 0 0 0 0
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The "retreat" effect was done using randomly distributed raycasts in the shape of the lantern, to give it a more realistic effect (the coders did most of the work there!). Although we built it with rudimentary tools we were really happy with the final result!

1 year ago 0 0 1 0
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The growth effect is pretty simple, and worked well for our project. I generated a few meshes with a Houdini tool (ignore the spaghetti code), set vertex colors to control thickness and offset growth order. This effect was organized in small groups and controlled by triggers.

1 year ago 0 0 1 0
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I designed the alien tendrils growth effect: black alien tendrils that grow as you walk by. You then get access to a UV light that allows you to clear a path as you go.

1 year ago 0 0 1 0
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Sci-fi metallic trim sheet

Sci-fi metallic trim sheet

Sci-fi metallic trim sheet

Sci-fi metallic trim sheet

Sci-fi metal grid

Sci-fi metal grid

Rust texture

Rust texture

Made some trim sheets and textures, trying to keep them useful, clean and "retro", to fit the PS1 graphics. Mostly used photo textures and modified them in Photoshop

1 year ago 0 0 1 0
Concept of an astronaut pointing a UV light to a wall filled with black tendrils

Concept of an astronaut pointing a UV light to a wall filled with black tendrils

The jam's theme was: It's Spreading. I pitched an idea: Alien Isolation meets Crime Scene Cleaner, with "PS1 graphics".
You wake up from cryosleep in an abandoned spaceship where an alien entity spreads through. Get an UV lantern and make way to escape. Nothing new but a pretty small scope idea

1 year ago 1 0 1 0
Dark Sci-Fi corridor with PS1 style graphics

Dark Sci-Fi corridor with PS1 style graphics

Dark Sci-Fi corridor with PS1 style graphics, a cryogenic chamber opens and the title and credits pop up

Dark Sci-Fi corridor with PS1 style graphics, a cryogenic chamber opens and the title and credits pop up

Dark Sci-Fi corridor with PS1 style graphics, a dark entity spreads it's tendrils

Dark Sci-Fi corridor with PS1 style graphics, a dark entity spreads it's tendrils

Dark Sci-Fi corridor with PS1 style graphics, the entity's tendrils retreat when illuminated by the player's lantern

Dark Sci-Fi corridor with PS1 style graphics, the entity's tendrils retreat when illuminated by the player's lantern

Some images from @piratesoftware.live game jam earlier this year. It was my first jam and really enjoyed working with some ex-coworkers!

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