Realtime irradiance

Realtime irradiance

…and (almost) for free! Je,je Simple ideas are the best. By only adding to the SSAO shader 2 lines of code we can get local irradiance by free (taking count the color too). This is the realtime radiance calculation: albedo: Ambient occlusion + irradiance + shadows = Global ilumination??

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SSAO Reloaded

SSAO Reloaded

The lastest bugs were catched… so… there are new screenshots of chelvis SSAO I think it looks-like better, no? [Also, notice the higher frame rate after minor optimizations]

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SSAO (Screen Space Ambient Occlusion)

This weekend I’d been trying to implement ssao in my engine by giving the excelent tutorial of Iñigo Quilez and reading the gamedev forum. At now the effect has some glitches (maybe some projection bug), but for the moment I feel happy with results. Happy coding

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MoneyCube!!

This is a demo reel made when I worked in a gambling related company. Graphics are made by Laurent Samani. The game uses my old directX7 engine, that calculates all geometry in CPU, only rasterize 2d hardware accelerated triangles. The game itselfs was pretty simple, 4 themes in the main…

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Gran doradium it’s not a game

Four years ago I worked in Málaga based company that develops 2d gambling machines.This was our first game called “Gran doradium”. My tasks were implement openGL and openAL native bindings and some game logic. The game itself doesn’t have any technical wonder, but for a previsted development of one month,…

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My game in the wikipedia

Wow, I just been made a search in google of my 3d racing game ‘Kar Racing’ (yes, the name is well writed) and I found that the second entry is THE WIKIPEDIA. I don’t know who uploads it, but I suppose that is a marketing strategy of publisher. Kar racing…

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YARG!!!! (Yet another racing game)

Kar racing is a game that I developed some years ago (2003) on demand for an US company “Webfoot games”. Nice hours debating game related stuff with game producers… The develop process was hard and I can remember that I didn’t sleep too many hours per day (3 or 4…

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Drawing circle primitives using GL_POINTS in GLSL

Drawing circle primitives using GL_POINTS in GLSL

One of the best things that I love in openGL due to performance is to draw using GL_POINTS instead standard triangles or lines, because it’s an ideal primitive for debug purposes or 3d geometry editor (I think that it’s more easy than GL_POINT_SPRITES to show all vertices in our geometry,…

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