sábado, 28 de junio de 2008

ShaderX7

Finally, I wrote an article called "Screen-space approximate local irradiance" for ShaderX7 book that will be released in lastest days of December 2008. yiiiiihaaaa!!! :p

On July I'll try to finish the demo with full source code that will be included in the cd-rom.

For this hot summer: A lot of work, a lot of work!!!!!!!

domingo, 22 de junio de 2008

My own planet (II)





New improvements has been added to my 3d planet (that suspiciously, looks-like to our earth :p).

* Added cloud layer. It completes one full round each 30 minutes.
* Data (frontier, coast lines, etc) near blending when the camera is near to the planet.
* Stars texture map for not to feel alone in the universe.
* Earth lights map for night texture with automatic blending.
* Ground scattering.

viernes, 20 de junio de 2008

My own planet

Because I know that I'll never conquer the world, I tried to build my own earth in order to conquer and tyrannize it... muahahhahaha (very, very evil laught)







It uses the planetary scattering algorithm of Sam O'neill, and at now I'll try to find some use to it... [quivers, Google :p]

miércoles, 11 de junio de 2008

nedmalloc: fast memory allocator

from nedmalloc website:

"nedmalloc is a VERY fast, VERY scalable, multithreaded memory allocator with little memory fragmentation...

It is more than 125 times faster than the standard Win32 memory allocator, 4-10 times faster than the standard FreeBSD memory allocator and up to twice as fast as ptmalloc2, the standard Linux memory allocator. It can sustain a minimum of between 7.3m and 8.2m malloc & free pair operations per second on a 3400 (2.20Ghz) AMD Athlon64 machine"

I've made some changes to allow compilation in gcc (4.3) for Windows using code::blocks

You can download zip file here.

martes, 18 de marzo de 2008

Beautiful

After tuning a lot of parameters, I got decent results that has been increased by adding an horizontal and vertical blur filter.
sweeeeet.

martes, 11 de marzo de 2008

The real-time re-projection cache


I've added real-time reprojection cache to the engine. For SSAO looks like a winner technique because it uses expensive shader. Red pixels aren't re-computed because they are stored in an auxiliar buffer to be reprojected.

When camera moves slowly or it's stopped the FPS reaches to infinite and beyond... :p

lunes, 3 de marzo de 2008

New code::blocks release

Code::Blocks 8.02 has been released!

http://www.codeblocks.org

From codeblocks page:

"Thursday, 28 February 2008 18:34

Our long awaited release is finally here! Representing the hard work of 14+ developers for more 2+ years since our last official release (and many changes in the roadmap in between), it is finally made available to the general public.

For your convenience, we provide binaries for all platforms Code::Blocks supports:

* Windows 2000 / XP / Vista
* Linux (Ubuntu & Debian, 32 & 64 bits)
* Mac OS X 10.4+

Binaries for other Linux distros will be made available in the following days. So, without further ado, head over to the downloads section and get it while it's hot!

The Code::Blocks Team"