Source code

Until now, I haven’t release any code examples because my huge 3d engine size, but in order to write the article for ShaderX7 book I wrote a lite openGL framework and I want to share which they are interested in the near future. In all forms and by contract issues…

read more →
Chunked lod tests

Chunked lod tests

A lot of time without any post, bad, bad, bad. I’ve been busy writing the demo for shaderX7 article, thanks to Nico for the 3d mesh for the demo ^^. Well, I’ve been testing some terrain implementations: SOARX, Clipmapping but the winner by far is the chunked lod algorithm. http://tulrich.com/geekstuff/chunklod.html…

read more →

ShaderX7

Finally, I wrote an article called “Screen-space approximate local irradiance” for ShaderX7 book that will be released in lastest days of December 2008. yiiiiihaaaa!!! :p On July I’ll try to finish the demo with full source code that will be included in the cd-rom. For this hot summer: A lot…

read more →
My own planet (II)

My own planet (II)

New improvements has been added to my 3d planet (that suspiciously, looks-like to our earth :p). * Added cloud layer. It completes one full round each 30 minutes. * Data (frontier, coast lines, etc) near blending when the camera is near to the planet. * Stars texture map for not…

read more →
My own planet

My own planet

Because I know that I’ll never conquer the world, I tried to build my own earth in order to conquer and tyrannize it… muahahhahaha (very, very evil laught) It uses the planetary scattering algorithm of Sam O’neill, and at now I’ll try to find some use to it… [quivers, Google…

read more →

nedmalloc: fast memory allocator

from nedmalloc website: “nedmalloc is a VERY fast, VERY scalable, multithreaded memory allocator with little memory fragmentation… It is more than 125 times faster than the standard Win32 memory allocator, 4-10 times faster than the standard FreeBSD memory allocator and up to twice as fast as ptmalloc2, the standard Linux…

read more →
Beautiful

Beautiful

After tuning a lot of parameters, I got decent results that has been increased by adding an horizontal and vertical blur filter. sweeeeet.

read more →
The real-time re-projection cache

The real-time re-projection cache

I’ve added real-time reprojection cache to the engine. For SSAO looks like a winner technique because it uses expensive shader. Red pixels aren’t re-computed because they are stored in an auxiliar buffer to be reprojected. When camera moves slowly or it’s stopped the FPS reaches to infinite and beyond… :p

read more →

New code::blocks release

Code::Blocks 8.02 has been released! http://www.codeblocks.org From codeblocks page: “Thursday, 28 February 2008 18:34 Our long awaited release is finally here! Representing the hard work of 14+ developers for more 2+ years since our last official release (and many changes in the roadmap in between), it is finally made available…

read more →
3 of 5
12345