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Posts by Other Michael

The tricky thing about making a mesh editor is the discrepancy between how the artist and the GPU think about vertices.

For example an artist sees a cube with 8 verts. But if that cube is flat shaded the GPU actually sees 24.

1 year ago 0 0 0 0

I thought making a mesh editor would be easy.
Turns out it's this interwoven web of operations, input state, and undo/redo. Not to mention any of the math / geometry.

The one bright side is that I have a really solid north star in the form of Blender.

Think I may write a blog or something about it

1 year ago 1 0 0 0

Reposting mostly for my own reference, but also in case others find this list useful!

1 year ago 1 0 0 0
Collection of cover images from the books included on the list

Collection of cover images from the books included on the list

I often get asked about my book recommendations for graphics programming and game development. I updated my old list and made it easier to find on my website. With Black Friday/Cyber Monday, many are on sale right now (at least in Canada/US)
www.jendrikillner.com/books/

1 year ago 202 46 1 2
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Finally got around to trying this whole 2D GI thing.
Followed this great tutorial: jason.today/gi

1 year ago 2 1 0 0

I was recently working on a flight-based game (physics / lift/drag based).
If this is at all similar to what you're looking for, lmk. I'd be happy to talk shop.
rithmgaming.itch.io/lob3d
password: flywithme

1 year ago 1 0 0 0
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Followed Sugu Lee's excellent tutorial on TAA: sugulee.wordpress.com/2021/06/21/t...
My implementation: github.com/maftkd/TAA/t...

1 year ago 1 0 1 0

Why? Is it hard to tune?

1 year ago 1 0 1 0
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Made a screen-space reflections demo
Used lettier.github.io/3d-game-shad... for reference but deviated a little bit in favor of something a little simpler.

1 year ago 1 0 0 0
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Implemented an old school SSAO technique
Lil' demo @ rithmgaming.itch.io/ambient-occl...

1 year ago 1 0 0 0
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Wrapping up the path tracer project.
I enjoyed seeing the shadows and color bleeding, but when it came time to implementing actual material models (brdf, pdf), things got a little too mathematical for me... Will have to revisit another day.

1 year ago 1 0 0 0
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Added emissive materials to the path tracer

1 year ago 1 0 0 0
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Added Depth of Field and progressive rendering to the path tracer

1 year ago 1 0 0 0
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Starting work on a path tracer. Goal is to eventually implement a cook-torrance brdf

1 year ago 1 0 0 0

Pbr = Physically based rendering

1 year ago 0 0 0 0
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I made a Pbr renderer.
(Taking a detour to learn more about gfx programming)
rithmgaming.itch.io/pbr-demo

1 year ago 0 0 1 0
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New prototype: rain-maker
Use rain-power to moisten soil so plants can grow. Recharge by flying near bodies of water.

1 year ago 0 0 0 0
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New prototype: poop
Actually though...
The mechanic allows plants to spread over a map via their fruit & seed.

1 year ago 0 0 0 0

It's hard to answer without knowing more about core pillars.

Is this game largely about upgrading cars & the vehicles themselves? Or is it more about maneuvering & velocity control? Is the game largely about physics and making things explode?

The interaction will show players your pillars.

1 year ago 0 0 0 0

Thanks for sharing This inspired me to scratch the surface of Spherical Harmonics bsky.app/profile/othe...
My implementation is pretty janky, but I still learned a lot!

1 year ago 0 0 0 0

That rapidly moving orb at the beginning is a probe that measures lighting at each point.

The lighting information is compressed and stored in a 3D grid...

Objects like the sphere can then sample that grid to obtain indirect lighting info at runtime.

1 year ago 0 0 0 0
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Took a sabbatical from my sabbatical to have a go at "indirect lighting"
Inspired by Mikkel Svendsen's talk on Cocoon:
www.youtube.com/watch?v=8kS1...

1 year ago 1 0 1 1
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New prototype:
Spread the love - fly nearby flowers to make more flowers.

1 year ago 3 1 1 0
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New Prototype: You play as mama bird, and you gotta feed baby bird.

1 year ago 2 0 0 0
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Tree: meet Bird.

1 year ago 0 0 0 0
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Added a depth-based shader to help visualize ...well... depth., and help reveal the form of the tree.

1 year ago 2 0 0 0

Wow this is a long-standing thread.

My name is Michael. I'm a developer and designer, currently working independently on a bird flight sim while in between jobs.

I try to do at least one jam a year, and am looking forward to GGJ 2025!

1 year ago 1 0 0 0
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Working on tree generators currently. Finally bringing things into 3D.
Using Longay's 2014 paper: "Interactive Procedural Modelling of Trees and Landscapes" for the algorithms.

1 year ago 5 1 0 0