воскресенье, 14 сентября 2014 г.

Planet Shooter. Physics.

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.

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.

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.