s
or cancel
  1. nCine - Animated sprite test (Android and PC)

    00:36

    by Encelo / Added

    40 Plays / / 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,…

    + More details
    • nCine - Particles test (Android and PC)

      01:06

      by Encelo / Added

      25 Plays / / 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,…

      + More details
      • GLSL_deferred

        02:31

        by Encelo / Added

        379 Plays / / 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/),…

        + More details
        • Internship Clouds Test

          00:50

          by Encelo / Added

          89 Plays / / 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…

          + More details
          • GLSL_water_HD

            00:23

            by Encelo / Added

            343 Plays / / 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…

            + More details
            • GLSL_toon

              00:19

              by Encelo / Added

              245 Plays / / 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…

              + More details
              • GL3_parallax_DoF_HD

                00:41

                by Encelo / Added

                403 Plays / / 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…

                + More details
                • GL3_parallax_DoF

                  00:00

                  by Encelo / Added

                  245 Plays / / 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…

                  + More details
                  • GLSL_multilight_HD

                    00:25

                    by Encelo / Added

                    309 Plays / / 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…

                    + More details
                    • GLSL_multilight

                      00:34

                      by Encelo / Added

                      116 Plays / / 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…

                      + More details
                      • GLSL_DoF2_HD

                        00:41

                        by Encelo / Added

                        570 Plays / / 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

                        + More details
                        • GLSL_DoF2

                          00:55

                          by Encelo / Added

                          195 Plays / / 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

                          + More details

                          Browse Videos

                          Encelo

                          Here are all of the videos that Encelo has uploaded to Vimeo. Appearances are videos that Encelo has been credited in by others.

                          Also Check Out

                          More stuff from Encelo

                          Keyboard Shortcuts

                          Just think about it… What if you were trapped under something heavy and the mouse was out of your reach? Scary, right? That's exactly why we have these keyboard shortcuts so you can still use Vimeo until the help arrives.

                          • [ Prev video
                          • ] Next video
                          • L Like this video
                          • S Share this video
                          • F Full screen
                          • V Couch Mode
                          • M More videos
                          • ? More shortcuts