//
sign in
Profile
by @danabra.mov
Profile
by @dansshadow.bsky.social
AviHandle
by @danabra.mov
AviHandle
by @dansshadow.bsky.social
ProfileHeader
by @dansshadow.bsky.social
ProfileHeader
by @danabra.mov
ProfileHeaderAlt
by @jakesimonds.com
ProfileMedia
by @danabra.mov
ProfilePlays
by @danabra.mov
ProfilePosts
by @danabra.mov
ProfilePosts
by @dansshadow.bsky.social
ProfileReplies
by @danabra.mov
Record
by @atsui.org
Skircle
by @danabra.mov
StreamPlacePlaylist
by @katherine.computer
+ new component
ProfileReplies









Loading...
A walkthrough of a selection of Tomb Raider III’s rendering techniques, good read! medium.com/@reinigdavid...
And finally, I properly added support for volumetric lights. I ditched the solution using mesh volumes (like shadow volumes) and went with a raymarching based approach.
(I meant "not", ho well)
Next rework was the particle "system". What existed was a crude hack via a transparent mesh. I kept the idea of generated a texture containing the particle data for its animation, so it can be sampled without any extra cost.
Now 100% sold on the upscale pass for it yet, but current results are relatively good still. :) (I support spotlights and my local directional lights only for now.)
17h
1d
1d
1d
1d
Sometimes, it’s interesting to look back into the past. Especially in gaming, where we have graphics hardware capable of processing…
Old school rendering rant - Tomb Raider
medium.com