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@Atrix256
Atrix256 / gist:eb42ceec4ab6826aa1086d1b810ab93c
Created August 14, 2023 17:50
stylized and non realistic rendering resources
• https://minionsart.github.io/tutorials/
• https://www.alanzucconi.com/tutorials/
• https://www.youtube.com/@DanMoranGameDev
• https://catlikecoding.com/unity/tutorials/
• How to get the spider verse look in blender: https://garagefarm.net/blog/recreating-the-spider-verse-look-in-the-blender-node-editor
• GuiltyGearXrd’s art style: The X Factor Between 2D and 3D (GDC) https://www.youtube.com/watch?v=yhGjCzxJV3E
• Genshin Impact: Crafting an Anime-Style open world (GDC) https://www.youtube.com/watch?v=-JFyAdI_rO8
• https://ameye.dev/
• Toon shader using unity: https://roystan.net/articles/toon-shader/
• Mange stylized rendering in VR (SIGGRAPH) https://dl.acm.org/doi/10.1145/3277644.3277768
@h3r2tic
h3r2tic / raymarch.hlsl
Last active May 3, 2024 19:26
Depth buffer raymarching for contact shadows, SSGI, SSR, etc.
// Copyright (c) 2023 Tomasz Stachowiak
//
// This contribution is dual licensed under EITHER OF
//
// Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0)
// MIT license (http://opensource.org/licenses/MIT)
//
// at your option.
#include "/inc/frame_constants.hlsl"
@1bardesign
1bardesign / pixelart-pointers.md
Created March 23, 2022 23:53
tips and references for folks getting started with pixel art, and a little bit of philosphy too

This is a work in progress 🛠️

Pixel art

Pixel art is like art, but with pixels.

Generally the distinction is made at the point where the placement and colour relationships of individual pixels have a significant impact on the final piece, and where the artist is (or should be) concerned about optimising those relationships. This generally means both lower overall resolutions and lower colour counts, but there are many important works of pixel art that transcend those restrictions.

Pixel art and game art are often intertwined. Pixel art has long been used for game art because earlier systems had lower resolutions and lower colour counts, making a pixel art approach more important. It is important to understand, however, that the modern pixel art "movement" occurred significantly after those limited systems were mainstream, the modern understanding of pixel art has been developed in a reasonably post-hoc manner and the amount of academic interest in the movement is relatively tiny, with most of the folks

@Eoin-ONeill-Yokai
Eoin-ONeill-Yokai / ffix-proton-install-and-mods-readme.md
Last active November 6, 2023 03:15
FINAL FANTASY IX on Linux / Steam Deck (Moguri Mod / Alternate Fantasy) Proton Installation Guide and Bug List

Document Revision 1.2 [07/15/22]

Author Notes: Thanks to everyone who has been testing or using this installation process. I've refined the instructions to try to make this installation as simple and cross platform as humanly possible. I've also updated the Steam Deck instructions now that I have had mine for a while and thoroughly tested the installation process.

ffix_manjaro-kde

Basic Game Installation

Final Fantasy IX should be installed like any standard steam game through the steam client. Ragarding compatibility layers: it should work with a stable release of Proton 7 (7.0.X recommended) through the steam client. This also includes controller support if you are using Steam's native controller configurations. If you have any problems with a given Proton release, I would also recommend trying the latest GloriousEggroll proton builds to se

@radgeRayden
radgeRayden / color-test.sc
Last active September 19, 2020 13:43
Color test for scopes styles
fn test-color (style-kind)
let style-code = (default-styler style-kind "")
let styled-name = (default-styler style-kind (style-kind as string))
let color-code =
do
let code = (lslice style-code ((countof style-code) - (countof "\x1b[0m")))
match code
case "\x1b\[30m"
0
case "\x1b[31m"
@Reedbeta
Reedbeta / cool-game-programming-blogs.opml
Last active December 29, 2023 10:02
List of cool blogs on game programming, graphics, theoretical physics, and other random stuff
<?xml version="1.0" encoding="UTF-8"?>
<opml version="1.0">
<head>
<title>Graphics, Games, Programming, and Physics Blogs</title>
</head>
<body>
<outline text="Tech News" title="Tech News">
<outline type="rss" text="Ars Technica" title="Ars Technica" xmlUrl="http://feeds.arstechnica.com/arstechnica/index/" htmlUrl="https://arstechnica.com"/>
<outline type="rss" text="Polygon - Full" title="Polygon - Full" xmlUrl="http://www.polygon.com/rss/index.xml" htmlUrl="https://www.polygon.com/"/>
<outline type="rss" text="Road to VR" title="Road to VR" xmlUrl="http://www.roadtovr.com/feed" htmlUrl="https://www.roadtovr.com"/>
Below I collected relevant links and papers more or less pertaining to the subject of tetrahedral meshes.
It's an ever-growing list.
------------------------------
Relevant links:
http://en.wikipedia.org/wiki/Types_of_mesh
http://en.wikipedia.org/wiki/Tetrahedron
http://en.wikipedia.org/wiki/Simplicial_complex
@Flafla2
Flafla2 / Perlin_Tiled.cs
Last active April 27, 2024 19:43
A slightly modified implementation of Ken Perlin's improved noise that allows for tiling the noise arbitrarily.
public class Perlin {
public int repeat;
public Perlin(int repeat = -1) {
this.repeat = repeat;
}
public double OctavePerlin(double x, double y, double z, int octaves, double persistence) {
double total = 0;
@nicktoumpelis
nicktoumpelis / repo-rinse.sh
Created April 23, 2014 13:00
Cleans and resets a git repo and its submodules
git clean -xfd
git submodule foreach --recursive git clean -xfd
git reset --hard
git submodule foreach --recursive git reset --hard
git submodule update --init --recursive