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CarPhysicsA.avi
FloodleObb
10 views
First go at vehicle physics, using Unity as a test environment, modelling only: rear wheel traction and front and back wheel friction forces.
Using 3D physics (lots of cros...
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TerrainNewA.avi
FloodleObb
28 views
Another new terrain rendering technique with heightmap in vertex buffer and an index buffer with relative indices. The terrain can be drawn arround the camera by simply cha...
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PoolA7.avi
FloodleObb
210 views
Each ball is rendered as two triangles with two bounce ray tracing for each pixel.
Standard depth buffering is used as there are no object intersections so the billboarded ...
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PoolA6.avi
FloodleObb
114 views
Realtime cube mapping using Occlusion Queries to prioritise most visible balls.
Less visible balls get lower frame rates for their reflections ...
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PoolA5.avi
FloodleObb
67 views
Experimenting with cube map per ball.
The trick to get this working is to create an interruptible queue of cube map faces that need redrawing in order of visibility.
Counti...
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PoolA3.avi
FloodleObb
70 views
Balls store their orientation using a Quaternion which is converted to a 3x3 rotation matrix and stored as Instance Data in a HalfVector4 Texture, along with the texture at...
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PoolA2.avi
FloodleObb
96 views
Pool game using my own physics based on time projection.
The simulation runs in a fixed time step and a quadratic equation is solved for each pair of balls to calculate th...
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PoolA1.avi
FloodleObb
58 views
Oh well. My pool engine hasn't handled the port to XNA very well ...
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CloudA.avi
FloodleObb
139 views
First run through cloud renderer.
Supports infinite clouds using simple tiling system.
You can see some sorting errors as I am trying some clever tricks to reduce sorting w...
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ForestA.avi
FloodleObb
186 views
First run through instanced forest.
Tree geometry and textures are from the LTree Project at http://ltrees.codeplex.com
Multiple Tree and Leaf meshes are stored in a single...
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