Tag Archives: code

Soft object shadows with deferred rendering

Technobabble warning. In this article I assume you’re fairly familiar with deferred rendering/shading. If not, google it. There are numerous articles and presentations about what it is how it’s done in various games. That’s a lot more technobabble though.

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Water erosion on heightmap terrain

I’m back from vacation, and I decided to write an article as a warm-up exercise. This article is for those who know what a heightmap is, and who are familiar with some basic heightmap generation. If you aren’t one, you can still enjoy the screenshots and skip most of the technobabble here Examples Here is [...]

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