Early work on what now is known as SUPERVERSE game was often interrupted with side attractions. Most of them were small…
Dynamic time-of-day and cloud shading
Volumetric explosion for two
Ingredients: One well tessellated sphere. One vertex shader, pixel shader; noise generator or noise map of choice; one gradient color…
Cheap lights with spherical harmonics
For our game, I wanted strong direct lighting contrasted with smooth diffuse fill lights from the environment. NASA-photos-from-moon-style of lighting…
Atmospheric effects in games
Traditionally, atmospheric effects in games are rendered rather naively. Fog, for example, is even today in many titles created with…
JSON and game data
Every game is dealing with loading and managing lots of data. We can argue that every game engine doesn’t do…
