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georginikolov
searching PlanetScale…
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Show HN: Physically Based Shading Dojo in WebGL2
(gnikoloff.github.io)
1 points
by
georginikolov
10mo ago
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1 comments
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georginikolov
10mo ago
WebGL 2.0 physically-based renderer featuring IBL with environment map convolution, HDR tone mapping, analytical lights, and the metallic-roughness PBR workflow. Implementation based on LearnOpenGL's PBR theory.
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georginikolov
2y ago
I always enjoyed reading video game frame graphics analysis articles and thought it would be cool to write one myself in the hopes that others find it informative and hopefully entertaining. It covers all the steps needed to produce a singl
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georginikolov
2y ago
you really think that? I typed it manually myself :D
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georginikolov
2y ago
hey, I turn things off dynamically if the framerate dips below 60fps for longer than 2 seconds. Some people will have them unchecked automatically (and of course have the ability to turn them back on if they really want to)
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Show HN: WebGPU Tech Demo
(gnikoloff.github.io)
141 points
by
georginikolov
2y ago
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79 comments
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georginikolov
2y ago
Hey, OP here. The game is called RAYQUEST, please check it out here: https://rayquestgame.com/
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Drawing Graphics on Apple Vision with the Metal Rendering API
(github.com)
142 points
by
georginikolov
2y ago
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91 comments
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georginikolov
2y ago
I've put everything I've learned while developing graphics for Apple Vision with the Metal API and Compositor Services in writing. It covers foveation, vertex amplification, stereoscopic rendering, and more techniques that extend
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Classic Snake in Direct WebAssembly Text
(github.com)
2 points
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georginikolov
3y ago
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1 comments
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georginikolov
3y ago
All of the game graphics, state and logic are written in WebAssembly Text. The host environment (Javascript) is responsible for: Game tick loop User input Providing characters "0123456789GAMEOVER" byte data on game startup Blittin
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georginikolov
3y ago
Followed "Raytracing in a Weekend" books and at some pointed ported them to WebGPU. Rays are path-traced in a compute shader, bouncing around the scene and accumulating color. The frame renders are accumulatively added to achieve