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TIGSource ForumsDeveloperArt (Moderator: JWK5)game art tricks
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oahda
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« Reply #260 on: June 24, 2017, 01:54:13 PM »

Brief (20 min) talk on sand rendering in Journey: https://archive.org/details/GDC2013Edwards

Animating flames with UV scrolling: https://twitter.com/rilemtwit/status/879226109723893760

Low poly head in 0.45 seconds: https://twitter.com/holyfingers/status/876108610333442049

Photoshop layer effects for pixel art tricks: https://twitter.com/hawkun/status/877809784472260608
« Last Edit: June 28, 2017, 07:25:31 AM by Prinsessa » Logged

gimymblert
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« Reply #261 on: July 02, 2017, 07:50:49 PM »


Those link are very good but one single out feels like:

I mean after the extrusion there is a bunch of non trivial thing that happen (edge loop management) that is totally just not "just fill in the gaps ..."


https://designschool.canva.com/design-elements-principles/
Design Elements & Principles
There is explanation and example at the link
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« Reply #262 on: July 03, 2017, 03:22:43 AM »

Very nice summary! (I would have liked if the third bullet point on 3 said "Consider colour theory and common forms of colour blindness" Tongue)
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ProgramGamer
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« Reply #263 on: July 03, 2017, 06:03:13 AM »

This has been bookmarked.
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oahda
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« Reply #264 on: July 03, 2017, 08:09:28 AM »


Those link are very good but one single out feels like:
http://i1.kym-cdn.com/photos/images/facebook/000/572/078/d6d.jpg
I mean after the extrusion there is a bunch of non trivial thing that happen (edge loop management) that is totally just not "just fill in the gaps ..."
Yeah, but it was probably intended as a quick tip for people who already have some experience to work faster. e:
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gimymblert
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« Reply #265 on: July 04, 2017, 10:26:10 PM »

NEVER trust colors




The surprising pattern behind color names around the world
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gimymblert
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« Reply #266 on: July 04, 2017, 10:48:05 PM »




Ned Block: "Why AI Approaches to Cognition Won't Work for Consciousness" | Talks at Google


While this talk about AI, it also make a lot of demonstration of how we perceive things. Fun facts, baby see color but don't process them until a certain age (ie same objects with different colors are registered as the same object in test of occlusion).
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gimymblert
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« Reply #267 on: July 10, 2017, 11:27:59 PM »




Unite Europe 2017 - Global Illumination on an unprecedented scale
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gimymblert
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« Reply #268 on: July 13, 2017, 09:44:54 PM »

Well this playlist is full of neat trick
https://www.youtube.com/playlist?list=PLYfhW_P-MkU7vBmWwwyqdIWNDzXfEZwnO
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JobLeonard
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« Reply #269 on: July 14, 2017, 02:16:20 AM »

That looks like a really fun learn-by-breaking-stuff channel Smiley
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gimymblert
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« Reply #270 on: July 14, 2017, 01:10:23 PM »

Seeing some solutions made me realized how much I would have overcomplicating things in some instance ...
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oahda
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« Reply #271 on: July 15, 2017, 01:28:18 AM »

Good channel. Unfortunately very rarely uploads these days.
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gimymblert
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« Reply #272 on: July 18, 2017, 08:52:58 AM »

a thread about oblique clip plane in frustum culling, need a bit of jumping around to understand, it's a neat specific issues you don't see discussed much but can be useful.
https://forum.unity3d.com/threads/how-can-i-create-a-clipping-plane-for-a-camera-in-world-space.483083/#post-3148257
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gimymblert
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« Reply #273 on: July 18, 2017, 11:44:04 AM »


https://github.com/noisecrime/Unity-EasingLibraryVisualisation
http://robertpenner.com/easing/
https://www.youtube.com/watch?v=EAJ7MmBI5-A?
http://www.noisecrime.com/unity/demos/EasingLibraryVisualisationWebglDemo/index.html
https://forum.unity3d.com/threads/easing-equations-visualisation-in-unity.483908/#post-3148981
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« Reply #274 on: July 18, 2017, 01:45:18 PM »

I need to make an easing function extension for Game Maker someday. I bet it would sell lol
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oahda
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« Reply #275 on: July 24, 2017, 11:29:46 PM »

Haven't linked this before because it isn't really about tricks, but it's a great channel with a very charismatic presenter that covers lots of rendering and OpenGL subjects: https://www.youtube.com/channel/UCUkRj4qoT1bsWpE_C8lZYoQ
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« Reply #276 on: July 25, 2017, 01:23:53 PM »

https://80.lv/articles/realistic-environments-in-cryengine/
Realistic Environments in Cryengine

Maybe generalizable
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gimymblert
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« Reply #277 on: August 05, 2017, 01:11:24 PM »

https://forum.unity3d.com/threads/hashed-alpha-testing.486691/#post-3172036
Hashed Alpha Testing
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gimymblert
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« Reply #278 on: August 07, 2017, 06:10:14 AM »

https://docs.google.com/document/d/1bULvVgAA3MGePuRlB3-_KFWp9Oc2o3Drv1OwT6dkL0w/preview#heading=h.rglqq3h02hnp
Unity Photogrammetry Workflow

https://docs.google.com/document/d/1tRLxnHyShy-pAFzRPjYn4VgyDSwpt0tKXpgeklaqdHs/preview
Experimental Feature: De-Lighting Tool

https://docs.unity3d.com/uploads/ExpertGuides/Dark%20Dielectric%20Materials.pdf
Materials authoring
guidelines 1 : dark dielectric materials

https://docs.unity3d.com/Manual/FrustumSizeAtDistance.html
The Size of the Frustum at a Given Distance from the Camera

https://static.docs.arm.com/100140/0303/arm_guide_for_unity_developers_optimizing_mobile_gaming_graphics_100140_0303_01_en.pdf
Optimizing Mobile Gaming Graphics

https://docs.unity3d.com/Manual/MobileOptimizationGraphicsMethods.html
https://docs.unity3d.com/Manual/MobileOptimizationPracticalRenderingOptimizations.html
Rendering Optimizations

https://docs.unity3d.com/Manual/GraphicsEmulation.html
Graphics hardware capabilities

https://developer.arm.com/graphics/unity/unity-engine-tutorials
Graphics and Multimedia Development
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« Reply #279 on: August 07, 2017, 10:37:28 PM »

http://www.alanzucconi.com/2017/07/15/the-nature-of-light/
The Nature of Light

http://www.alanzucconi.com/2017/07/15/improving-the-rainbow/
Improving the Rainbow
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