Hi dear readers. Today I'm starting a series of posts about a game I'm working on in my free time. I'm seriously planning to release it. And here I'll write about my progress.
воскресенье, 14 сентября 2014 г.
среда, 26 марта 2014 г.
Open Letter to Adobe
Adobe! You're loosing the most devoted fans. It's time to think about platform monetization while it's not too late. Please, don't kill Flash.
http://plugin.io/open-letter-to-adobe/
http://plugin.io/open-letter-to-adobe/
вторник, 11 марта 2014 г.
суббота, 8 марта 2014 г.
Order independent transparency in flash
Hi. The word of warning in the beginning - my approach is some sort of depth peeling algorithm, but it's not true depth peeling - it's impossible in flash yet. It also not uses different buffers - A, K etc - simply because we don't have it in flash. My Approach uses too many passes to be useful real-time technique. It's just a proof of concepts and was a good train for my brain :)
пятница, 17 января 2014 г.
Air 4.0 and new graphics stuff
Hello everyone. It was silent here for a long time. I was quite busy - my son was born and I changed a job and moved to new country. Now it seems I have some time for blog.
So, what we have? As you may already know new Air sdk was released recently with some stage3d API improvements. The new method for context request and new buffer usage flag were introduced.
So, what we have? As you may already know new Air sdk was released recently with some stage3d API improvements. The new method for context request and new buffer usage flag were introduced.
вторник, 11 июня 2013 г.
Small optimization trick for heavy shaders
As you may know depth buffers allows to draw 3d objects in any order and they will appear correctly - closer one will obscure farther one. But draw order is important anyway. For example, consider a scene where you're drawing from back to front. You draw an object, it passes the depth test for particular pixel and that means that pixel shader will be executed for this pixel. Next you draw another object. But since our order from back to front, this object will pass depth test and pixel shader will be executed again. Ans so on...
пятница, 12 апреля 2013 г.
ParallaxMapping Stage3D conference speaking slides and source
Hi. Today just links to the slides and sourse code from my speak on stage3d conference.
https://dl.dropboxusercontent.com/u/77219109/ParallaxMappingConf.zip
P.S.: in order to run source you need to set path to the 11.6 beta player (only player that supports extended profile) in FD properties.
P.P.S: you can see conference video here:
http://gonchar.me/blog/goncharposts/1780
or
http://www.youtube.com/watch?v=md_6gzhm9b4
https://dl.dropboxusercontent.com/u/77219109/ParallaxMappingConf.zip
P.S.: in order to run source you need to set path to the 11.6 beta player (only player that supports extended profile) in FD properties.
P.P.S: you can see conference video here:
http://gonchar.me/blog/goncharposts/1780
or
http://www.youtube.com/watch?v=md_6gzhm9b4
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