iq information 565 glöps
- general:
- level: user
- personal:
- first name: Iñigo
- last name: Quilez
- cdcs:
- cdc #1: fr-08: .the .product by Farbrausch [web]
- cdc #2: Liquid... Wen? by Haujobb
- cdc #3: pornonoise by Lunix & mfx [web]
- cdc #4: Puls by Řrřola [web]
- 1k Windows Riverwash 2008 1k invitro by Auld
- the opposite of what Frozzy said :) And old idea but very well executed. Very impresive!
- rulezadded on the 2008-04-23 18:45:06
- 4k procedural graphics Windows ixaleno by Rgba [web]
- Sdw, the video is generated by the same code as the still image, so each frame takes obviously as long as the image. Just measure the time yourself. Now, that number will not be representative of how far we are from realtime rendering of such terrains. You can do it today, just don't use cpu but opengl with geomimaps or clipmaps, cascaded shadow maps, some nice detail shader and some atmospheric scattering shader. Not easy, but doable.
- isokadded on the 2008-04-04 00:59:34
- 4k Windows h4vok by Archee [web]
- very very nice. First and second positions where fuzzy to me, this one could have won too. Breaking geometry is always impressive. Now, what's next? Fanboys are waiting :) :)
- rulezadded on the 2008-04-01 19:22:50
- 4k procedural graphics Windows ixaleno by Rgba [web]
- Hi. I slightly modified the exe so the camera moves a bit and frames are dumped to the disk (still within the 4k limit, like if it was a "4k exe video" compo). The result is this video. You can notice some LOD artifacts that were not visible on the still image.
- isokadded on the 2008-03-31 02:40:19
- 4k procedural graphics Windows Off The Shelf by Loonies [web]
- very nice, technically interestig. I'm wondering how you implemented the random number generation on the shader (for generating the ray paths). I think pathtracing is a good way to go in 4k executable gfx. Very very excellent
- rulezadded on the 2008-03-30 15:36:56
- invitation Windows Masagin - Nvision 08 Invitation by Farbrausch [web] & Neuro
- + real mblur (shit, you showed it first)
+ one man's (huge) work
+ ASD's vectors zoomer effect, times 10
+ well done transitions! ( ASD (c) )
- too long
- the Saint scene :)
- rulezadded on the 2008-03-30 15:27:54
- demo Windows Falling Down by ukscene allstars [web]
- "folder"
And I forgot to thumb up, sorry!! - rulezadded on the 2008-03-29 13:45:12
- demo Windows Falling Down by ukscene allstars [web]
- AO, mblur, vsm ... technically excellent!! It might be unfinished, but I would like to have seen it winning the compo.
BY THE WAY Smash, funny that the data foder is called "64kideas" :) :) Are you back or what?? - isokadded on the 2008-03-29 13:44:33
- demo Windows Shad 3 by Cocoon [web]
- absolutely not my style, but there is lot of work on it. Few more polys would not have hurt (it's 2008) and I had to put the brightness of the screen to the maximun to see anything. As said, lot of coding and modeling work. Coders to Artists ratio = 1/7, amazing!
- rulezadded on the 2008-03-29 13:27:09
- demo Windows Metamorphosis by Andromeda Software Development [web]
- very cool to watch. I specially like those ant animations (sometimes it even looks so real!). As said before, ASD's serious attention to detail and experimentation efforts deserve a thumb up, if not more.
- rulezadded on the 2008-03-28 12:28:09
account created on the 2003-03-04 14:23:01
