Encelo’s Videos
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nCine - Animated sprite test (Android and PC)
00:3640 Plays / 0 Likes / 0 Comments
Animated sprite test runinng on Android and ArchLinux using my 2d multi-platform engine. Some of its current features are: geometric transformations tree, render commands queue sorting, font rendering,…
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nCine - Particles test (Android and PC)
01:0625 Plays / 0 Likes / 0 Comments
Particles test runinng on Android and ArchLinux using my 2d multi-platform engine. Some of its current features are: geometric transformations tree, render commands queue sorting, font rendering,…
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02:31379 Plays / 0 Likes / 0 Comments
This is a video from my deferred shading demo, with a white directional, a red point and a blue spot light. You can also see in action screen space ambient occlusion (http://www.gamedev.net/reference/programming/features/simpleSSAO/),…
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00:5089 Plays / 0 Likes / 0 Comments
This is a random clouds generation test from my internship at Raylight (Nov 2008 - Jun 2009), an Italian videogames company. For it was initially scheduled to make a Wii port, the demo has the intended…
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00:23343 Plays / 0 Likes / 0 Comments
While studying other techniques I put everything aside and start working on this demo full-time for some days. This is based on Riemer's XNA Water Technique (http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series4/The…
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00:19245 Plays / 0 Likes / 0 Comments
This was a quick made demo that I wrote because I felt like I was the only one who didn't write a toon shader yet. ;-) It works by filtering the eye-space normal buffer previously saved in a texture…
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00:41403 Plays / 0 Likes / 0 Comments
This demo is the first one using a C++ class library, it shows parallax mapping and depth of field together. The classes are very close to be GL3 (and ES2) compliant, this actually means that I don't…
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00:00245 Plays / 0 Likes / 0 Comments
This demo is the first one using a C++ class library, it shows parallax mapping and depth of field together. The classes are very close to be GL3 (and ES2) compliant, this actually means that I don't…
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00:25309 Plays / 0 Likes / 0 Comments
This demo shows a bunch of rotating and textured cubes in a cubic room lit in different ways: 1) using the fixed pipeline (single and multi-pass) 2) using shaders (single and multi-pass, per-vertex…
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00:34116 Plays / 0 Likes / 0 Comments
This demo shows a bunch of rotating and textured cubes in a cubic room lit in different ways: 1) using the fixed pipeline (single and multi-pass) 2) using shaders (single and multi-pass, per-vertex…
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00:41570 Plays / 1 Likes / 0 Comments
This demo is my adaptation of the second D3D example code from the ShaderX2 chapter titled "Real-Time Depth of Field Simulation". No MRTs, 4 FBOs, 5 passes and separable Gaussian blur. http://encelo.netsons.org/programming/opengl
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00:55195 Plays / 0 Likes / 0 Comments
This demo is my adaptation of the second D3D example code from the ShaderX2 chapter titled "Real-Time Depth of Field Simulation". No MRTs, 4 FBOs, 5 passes and separable Gaussian blur. http://encelo.netsons.org/programming/opengl
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