Uploaded videos
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nCine - Animated sprite test (Android and PC)
encelo
60 views
Animated sprite test runinng on Android and ArchLinux using my 2d multi-platform engine.
Some of its current features are: geometric transformations tree, render commands ...
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nCine - Particles test (Android and PC)
encelo
26 views
Particles test runinng on Android and ArchLinux using my 2d multi-platform engine.
Some of its current features are: geometric transformations tree, render commands queue ...
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GLSL_deferred
encelo
532 views
This is a video from my deferred shading demo, with a white directional, a red point and a blue spot light.
You can also see in action screen space ambient occlusion (http...
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Internship Clouds Test
encelo
208 views
This is a random clouds generation test from my internship at Raylight (Nov 2008 - Jun 2009), an Italian videogames company.
For it was initially scheduled to make a Wi...
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Internship Final Demo
encelo
229 views
The final demo from my internship at Raylight (Nov 2008 - Jun 2009), an Italian videogames company.
For it was initially scheduled to make a Wii port, the demo has the i...
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GLSL_water HD
encelo
437 views
While studying other techniques I put everything aside and start working on this demo full-time for some days.
This is based on Riemer's XNA Water Technique
(http://www....
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GLSL_water
encelo
233 views
While studying other techniques I put everything aside and start working on this demo full-time for some days.
This is based on Riemer's XNA Water Technique
(http://www....
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GLSL hdrload2
encelo
295 views
This video is relative to my second HDR demo, the one based on the "High Dynamic Range Rendering in XNA" article published on Ziggyware (http://www.ziggyware.com/readarticl...
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GLSL hdrload1
encelo
236 views
This video is relative to my first HDR demo, the one based on the "High Dynamic Range Rendering" article published on GameDev.net (http://gamedev.net/columns/hardcore/hdrre...
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GLSL_toon
encelo
350 views
This was a quick made demo that I wrote because I felt like I was the only one who didn't write a toon shader yet. ;-)
It works by filtering the eye-space normal buffer pr...
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