Exploring a New Approach to Realistic Lighting: Radiance Cascades
This project explored the Radiance Cascades technique used by the game Path of Exile 2.
We take a look at their paper, and build an intuition about what the technique is doing. We implement the 2D version, and also examine some of the artifacts and problems. The demo is a lot of fun to play with.
You can watch the full video on Youtube or try out the live demo here. The source code is also available on Github.
How do Major Video Games Render Grass?
This project explored some the grass rendering techniques used by the game Ghost of Tsushima.
Specifically, we kinda went through their GDC presentation and tried to implement some of the techniques they talked about. We didn't try to specifically replicate their results, but more used their presentation as a guide, explored and weighed various possible implementations, fudged a few things, and ended up with a nice little scene full of grass.
You can watch the full video on Youtube or try out the live demo here. The source code is also available on Github.
How Big Budget AAA Games Render Clouds
This project took a look at some of the latest techniques in procedural cloud rendering, specifically those outline by the team behind Horizon: Zero Dawn, and the Frostbite Engine.
Kinda took a look through the GDC presentations from both teams, mixing and matching their approaches to come up with our own cloud implementation. Also, tried out a few things on our own, such as using SDF fields to represent cloud density.
You can watch the full video on Youtube or try out the live demo here. The source code is also available on Github.
I Tried Making an FPS Game in JavaScript
Built a simple FPS using Three.js, playable from the browser.
This is a little 3D first person shooter, built entirely in JavaScript using Three.js/Ammo.js. This builds on a lot of my previous tutorials, along with some free assets, to build a little starter project.
You could do a lot more here, but the basic skeleton is there and fully functional. The HUD is build in HTML with CSS.
You can watch the full video on Youtube or try out the live demo here. The source code is also available on Github.
I made an EVEN BETTER Minecraft
This was a demonstration in building a simple, Minecraft style game using Three.js, playable from the browser.
The goal of this project was to improve on a previous attempt at a Minecraft clone, by adding more features and improving the overall look and feel of the game. This version uses Chrome's module worker extension, dramatically improving performance and allowing us to substantially increase the size of the world. Noise is used to create an infinite, procedural world with differing biomes.
SDF's and l-systems are used to procedurally create foliage.
You can watch the full video on Youtube or try out the live demo here. The source code is also available on Github.