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Latest tweets from @shephf
RT @fermatslibrary: The way to correctly generate a random point on the surface of a unit sphere is not to pick uniform distributions θ… T.co
May 30 2020
Well, light probe blending turns out to be more complicated than I've imagined. Suppose this hallway is way longer,… T.co
Playing around with UE4 Sky Temple inside my engine. This scene is really great for testing light probes, so I've f… T.co
May 29 2020
Implemented HDR sky box. Also now we have single global light probe (which only captures sky boxes) and many local… T.co
May 23 2020
Made AA and other post process effects switchable. TAA is definitely the best, everything else flickers. Though I t… T.co
May 19 2020
I've fixed Temporal AA, implemented proper bloom, added ambient occlusion and emission maps. I think the result spe… T.co
May 18 2020
I've fixed "black holes" effect in my TAA, but I can't get rid of those flickering pixels. This problem is common t… T.co
May 15 2020
My TAA implementation generates black holes :)
#gamedev #indiedev #indiegame T.co
May 14 2020
Implemented per-pixel (also called per-object) motion blur. I'm not a big fan of motion blur, probably not going to… T.co
May 13 2020