Hey! If you missed it, yesterday I wrote an artisanal blogue poaste about a tool I am working on called the HDR injector . Today, I will write about how to present an HDR image in Windows. Some of this will be a summary of the talk by Evan Hart at GDC 2018. There are three steps, which I don't think are explained anywhere, except maybe within these ultra-rare DX12 samples that I had to catch midair from a hot tweet. Set your swapchain effect to DXGI_SWAP_EFFECT_FLIP_DISCARD . Emphasis on FLIP. The GDC talk above seems to think this isn't 100% required, but I couldn't get any HDR working without it. Set your swapchain buffer format to an HDR compatible backbuffer format. The ones that work for me are: DXGI_FORMAT_R16G16B16A16_FLOAT and DXGI_FORMAT_R10G10B10A2_UNORM , though I expect other formats might work. I haven't tested all of them. Depending on which format you picked in ( 2 ) you need to select the correct color space. If you selected RGB...
Hi everyone, It's blob time! This is a long one so buckle up. If you haven't been following along on my tweeter for the last month, I've been working on simulating and rendering blobs. Here's a dump of my progress (easily accessible from the hashtag #vectorboy64 ). I'll add some captions This first one is just me trying out position based dynamics and the constraint functions. PBD is a really cool way to simulate physics, and I'm really happy with how flexible it is and how easy it is to implement. I'm definitely going to use it for some other stuff in the future. position based dynamics with oscillating pressure and distance constraints #vectorboy64 (???) pic.twitter.com/ZOa6QLtndR — Kelly Jelly rebs your zankage and distunks you. (@pyromuffin) January 9, 2019 I spent a really long time trying to figure out the gradients of some tricky vector math formulas. I have them mostly correct, but there are still spurious rotations like this in the ...
Hi. Today I will be writing about my efforts regarding reverse engineering unity games. As you may have read in a previous post, I have recently lost all my project files in a horrific idiot hard drive reformatting disaster. I was able to get my final builds back from some people I had sent it to... and actually, it just occurred to me yesterday that I had sent Unity QA a repro project for echobox that had almost all of the final source in it (except for the visualization portions and the level design), but they have yet to reply about sending me the project. A bug or a feature? So it turns out that reverse engineering Unity games is actually quite possible, and even somewhat easy. Is this a feature or a bug? In my case, I have a legitimate reason to reverse engineer as much code as possible from my game executables, because it will save me a ton of work trying to rebuild what I've lost. For others, I imagine this is somewhat of a headache. There is an extensive forum post ab...
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