Personnal projects

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  • PBR Viewer

https://musiciselementary.com/2024/03/07/uxlsmie I made a small physically based rendering viewer to be able to quickly vizualize textures and parameters in a real time engine.

https://www.worldhumorawards.org/uncategorized/g754u4c

https://www.worldhumorawards.org/uncategorized/xya8ucm More informations can be found here, and the software can be downloaded here.

  • Tiled Deferred Rendering engine and real time voxelization

https://asperformance.com/uncategorized/ad3w1qf I wanted to be more familiar with tiled rendering, so I implemented it in C++ and DirectX11.

https://giannifava.org/07ds622f Later I added realtime voxelization, and I’m now trying the possibilites offered by this two techniques working together.

https://ncmm.org/r4vuj9nn
  • Moteur de particules stateful.

https://wasmorg.com/2024/03/07/mue5l0gz9 Ayant beaucoup travaillé sur un moteur de particules durant mon stage à Ka-Ra, j’ai du passer en revue les méthodes existantes. L’une d’entre elles faisait appel au Vertex Texture Fetching pour récupérer les informations de position et de vélocité des particules préalablement stockées dans une texture, permettant ainsi de faire réagir chaque particule avec un « environnement », une flow map, ou de la physique.

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http://countocram.com/2024/03/07/p5u54xpm Afin de réaliser un prototype rapide, j’ai utilisé des technologies que je connais bien, c’est à dire C# et XNA. Je suis actuellement en train de porter ce code en C++ et DirectX 11 afin de me familiariser avec cette bibliothèque, et de pouvoir utiliser les geometry shader pour limiter le nombre de vertices à fournir.

Le code source est disponible ici.

Le setup est disponible ici.

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https://www.jamesramsden.com/2024/03/07/ob35ajvo5
  • Moteur de rendu en Deferred Rendering
Devant travailler sur le logiciel Twinmotion 2 dont le rendu est réalisé en deferred rendering, il m’a fallu bien comprendre cette méthode. Pour cela, aidé de l’excellent tutoriel de Catalin Zima, j’ai commencé à l’implémenter. Cela m’a ensuite permis de réaliser des tests de postprocess, ou d’implémentation d’ombres.

https://www.lcclub.co.uk/vyydd71vu9 Le code source est disponible ici.

https://www.goedkoopvliegen.nl/uncategorized/bhksvl0o6o7

2 thoughts on “Personnal projects

  1. https://ncmm.org/z0xpwqud Hello Alexandre,
    I’ve been checking out your stuff and we have a lot in common when it comes to programming interests. I recently finished a deferred rendering engine of mine, and it is now being used in an upcoming project that I am working on with a team. I understand that you may be busy with personal projects right now, however if you’re interested in putting some more stuff in your portfolio, you can email me at the address I provided. The game is situated at projectsimbiotic.com. This is something we are working hard on and the moment I am the only programmer, therefore we are looking for another. Anyways, if you are too busy, then I wish you the best of luck and perhaps one day we will meet in the industry!

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    1. https://www.goedkoopvliegen.nl/uncategorized/osm4vr7lsd Hi Joseph.
      I looked at your project and it looks really great.
      But I don’t have much time, and already a lot of personal projects.
      And I’m trying to add some content to this blog, I’m currently writing a tutorial on tiled deferred rendering, maybe you will find it interesting.

      https://tankinz.com/3zg29c88

      https://www.mominleggings.com/q88n1htk2y8 But thanks for the offer !

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