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Dan
301 posts

Dan
@_dan_jackson
frontend development and shader stuff
Norwich, England Katılım Şubat 2020
471 Takip Edilen135 Takipçiler

@SoftEngineer Looks great! I think if you sample a downscaled texture you can avoid the gaps in the bokeh kernel
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@bonzajplc Is true determinism possible over different vendors/architectures?
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Attention my fellow nerds :)
This video is technical and needs more explanation — but I think it shows interesting implications of where games can go.
In BFS I’m running two deterministic GPU simulations inside an asynchronous game.
One player controls a jet aircraft attacking a volcano area. I control an undead army using physically simulated projectiles against him.
The video shows deterministic fluid simulation, complete terrain destruction, and when the scenario needs it we can reach hundreds of thousands of GPU-computed NPCs in a full 3D physical multiplayer game.
The deeper point is that this is very close in spirit to the work @mirror2mask was showing ~20 years ago at ATI/AMD: using the GPU not only to render games, but to actually drive more of the game itself.
We are getting closer to making those ideas practical as real gameplay systems, not just demos.
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@SebAaltonen How do the shadows work? Love the look (some blue noise in there?)
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@TheMirzaBeig Looks great! Do you just rely on the depth buffer and the light position for this?
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Realtime deep shadows for 3D fog (URP).
A custom lit, self-shading density field. ☁️🔦
Fire a secondary raymarch in the direction of the light source, accumulating density along the way -> input for material absorption ('Beer-Lambert' law).
#unity3d #gamedev
Mirza Beig@TheMirzaBeig
more self-shading progress
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@narrenschlag I have a macbook with an igpu, I will give it a try at some point
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@_dan_jackson That's a pretty strong gpu. How do you test for lower end devices?
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@_dan_jackson ahh yes :o i was thinking its hard to mix in normal triangle meshes tho? :o its very interesting though I want to try it out!
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