• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

Advances in realtime rendering - Siggraph 2010

The destruction stuff is really cool. It took me a few minutes thinking to understand that stuff about sphere volume distance fields and see how thy're doing it. Very clever. It's also interesting how the method for getting best performance differed between the XBox and PS3, with the PS3 being considerably more complex.

The PDF on Valve's new flowing water rendering technique is also very good, for the following reasons:
- It really shows why Valve are so good. They only implemented the technique because they found players were getthing lost in the watery L4D2 level. They thought that using flowing water would give players a better sense of direction. After implementation players 17% less wrong turns. Genius :)
- It's quite clever, but not that difficult to understand. I suspect BioShock must have used something similar.
- There are some Portal 2 (test environment) sceens in there. Exclusive! Portal 2 has water :D
 
Back
Top Bottom