KK information 519 glöps

- general:
- level: user
- personal:
- first name: Krzysztof
- last name: Kluczek
- 16k Windows Urbs Advena by Altair
- @all: Thanks for all comments! :)
@noby: I'd love to implement antialiasing as well, but couldn't think about good enough solution without turning everything upside down or hurting framerate too much. As for the synth, surprise: it's 4klang. And I really do love the Lesnik's soundtrack for not sounding like 4k at all. :)
@maytz: I'm still learning design and stuff, and with help of Leśnik I'm glad we got as far as we did. But I do hope to push it even further in future prods. :) - isokadded on the 2018-09-03 21:33:56
- demo Windows XO NOX by Altair
- What to say... Well Done, pals! :)
- rulezadded on the 2018-09-03 21:19:21
- 16k Windows Urbs Advena by Altair
- YouTube
Have fun! :) - isokadded on the 2018-09-02 21:26:54
- 4k Atari VCS Mushroom Adventure by Satori [web]
- Really nice! :) I hope will see some more VCS stuff from you (e.g. on Silly Venture?). :)
- rulezadded on the 2018-09-02 19:43:41
- demo Windows For Your Love by Andromeda Software Development [web]
- Simply GREAT! :)
(IMHO should have won) - rulezadded on the 2018-08-06 09:48:26
- demo Windows Number One/Another One by Carillon & Cyberiad [web] & Fairlight [web]
- Nothing in this prod really won my heart.
Technically great, but feels like a Notch demoreel.
Especially after glimpsing that "you are target market" text. ;) - isokadded on the 2018-08-06 09:43:40
- 256b ZX Spectrum Chimp-I-On by Mayhem
- Mosquito in a maze! :)
- rulezadded on the 2018-08-03 22:32:36
- game Windows Medlab Terror by SirRandom & Taeaekkae [web]
- Has a bit of "my first game in Unity" feel, but quite OK. Would be cool in made from scratch on custom engine and would rule if done in 96k.
- rulezadded on the 2018-08-01 12:23:35
- 4k Windows End of time by Alcatraz [web] & Altair
- Basically, Virgill was implementing pathtracing, but somehow it started looking good before he finished the implementation and we gave it a go.
So we called it MadTracing[tm] for a reason. ;)
Basically it traces primary ray normally, averaging samples on the way plus one more or less random sample in the reflection direction at every step. This effectively produces volumetric lighting with directional glow (thanks to secondary samples) and once the primary ray hits surface the remaining iterations (there's no early exit in the tracing loop) result in DOF/antialiasing (primary ray is randomized per step and still converging and averaging) and "pathtraced" surface (secondary samples).
Secondary "rays" particularly hacky. The direction is computed normally as view direction reflected by the normal, randomized according to roughness, but there's only one sample taken at the "best known" secondary ray distance (which is updated after the sample). In effect, on low roughness this approach usually finds the proximity of the reflected surface and on high roughness samples randomly around the shaded point (but then, nobody really cares). In the end, averaging everything hides most artifacts. :)
There's almost no postprocessing here, except for averaging with previous frame. :) - isokadded on the 2018-07-23 00:50:53
- 16k Windows Digiverse by Aberration Creations & Eclectique
- Awesome! :)
- rulezadded on the 2018-07-11 23:42:13
account created on the 2005-01-01 20:37:09