-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
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[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
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###################### | |
# Options | |
###################### | |
REVEAL_ARCHIVE_IN_FINDER=false | |
FRAMEWORK_NAME="${PROJECT_NAME}" | |
SIMULATOR_LIBRARY_PATH="${BUILD_DIR}/${CONFIGURATION}-iphonesimulator/${FRAMEWORK_NAME}.framework" |
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let state = [ "AK - Alaska", | |
"AL - Alabama", | |
"AR - Arkansas", | |
"AS - American Samoa", | |
"AZ - Arizona", | |
"CA - California", | |
"CO - Colorado", | |
"CT - Connecticut", | |
"DC - District of Columbia", | |
"DE - Delaware", |
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import Foundation | |
enum timingFunction{ | |
case Linear,EaseIn,EaseOut,EaseInOut, | |
Spring, | |
EaseInSine,EaseOutSine,EaseInOutSine, | |
EaseInQuad,EaseOutQuad,EaseInOutQuad, | |
EaseInCubic,EaseOutCubic,EaseInOutCubic, | |
EaseInQuart,EaseOutQuart,EaseInOutQuart, | |
EaseInQuint,EaseOutQuint,EaseInOutQuint, |
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import Foundation | |
/** | |
A swift protocol to make any Int enum able to count its cases. | |
Super-useful for making enums to help you deal with sections in tableviews without having to maintain a case for the count of the enum. | |
Originally developed by Logan Wright for Swift 2.0 here: | |
https://gist.github.com/LoganWright/c8a26b1faf538e40f747 | |
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import Foundation | |
struct S1: Codable { | |
let dateFromTimeInterval: Date | |
} | |
struct S2: Codable { | |
let dateFromISO8601: Date | |
} |
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d