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About LifeIsGood

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  1. Entity-Component systems

    Unity is actually reworking it's EC System right now. You might want to have a look at this. Also, the code is open source. (Or it's going to be soon) :
  2. Marching Cubes with Multiple Materials

    The paper on Dual Contouring also provides a solution to realize multiple materials.
  3. What is the Perlin Noise used for in your implementation ?? Normally, a single Field simply holds a vector which is used as the direction to move in. I've written a basic Flow Fields implementation for Unity a few weeks ago:
  4. Normally, it depends on the algorithm you're using (you can alter those in whatever way you want though) Let's take Flow Fields as an example. For a single path, the Grid is only calculated once. That is, as long as you don't need a different path, you just don't need to update the grid.
  5. Same here. My favorite game was (and still is) Ratchet & Clank On my first PC I used to play Spell Force alot.
  6. Grown out of playing games

    I can absolutely agree. Me & my friends just talked about that, feels like the Game Industry is running out of ideas. Everything just plays similar. They constantly improve in graphics (which is cool, I really like nice graphics) but it feels like they're going backwards in creativity & gameplay. I bought a ps4 2 years ago & have only played a few hours since.
  7. Making a Minecraft clone.

    Perlin Noise is just pseudo randomness. You would basically (mostly) just generate a heightmap using a Noise algorithm which describes Caves, Flatland or Mountains. This is probably one of the best minecraft-like tutorials out there: https://forum.unity3d.com/threads/tutorial-c-voxel-terrain-with-infinite-terrain-saving-and-loading.293340/
  8. @turanszkij Oh that's so cool to see you here, I've just found your videos through my youtube recommendations a few weeks ago !   Back to the topic: I guess I don't have to show as much as most others here, but I'm currently "working" on becoming a self-taught graphics programmer :) I've been messing around for 5 month now with the Vulkan API & Photorealistic rendering. However, I got no experience with the "standard" way of doing video game graphics (that is, rasterization) but rather with Ray Tracing & more specifically Path Tracing since new year. I'm currently trying to port my CPU Path Tracer to the GPU, when I got time... https://www.youtube.com/watch?v=nh0_czzvT_A I hope to get some small graphics programmer jobs on upwork or similar portals in the near future ;)  
  9. That's actually one of the prime situations of Continuum Crowds ! In CC, the space is discretized into a Grid, hence a goal can't be a single point in space afterall. Mostly, each Group's goal doesn't contain a single, but rather multiple cells. In Addition, CC defines it's Grid cells with special attributes. One of those is the density at that specific cell. Every person of a group contributes density to the cell it currently occupies as well as to the surrounding cells. So, people will tend to avoid each other, due to too high densities at specific cells.
  10. Unreal Engine vs Unity Engine

    You can put your canvas Render Mode into World Space. So the third dimension is used to account for that.
  11. You can run it with third party software, Molten for example does that. Never tried that though.   That is indeed true, but I consider it to be more a positive thing. I would asume that you are at least an experienced programmer when messing around with Vulkan. Apart from that, I found it quite easy to write concurrent code in Vulkan, alot easier than "real" threading. Everything is actually right there for you. Command Buffers etc. can be synchronized appropriately using fences & semaphores, while resources can be savely accessed using buffer- and imagebarriers, and that's basically all you need to setup :)   Right, that's unfortunately true, the validation layers still don't catch many problems. The API is quite "young" though, they're constantly expanding the layers :)
  12. I would. I've just started digging into Graphics Programming since new year, and I'm doing pretty good so far. I've implemented a fully working ray tracer & am now working on implementing a realtime path tracer. The tutorials out there are still very few, but mostly, the ones there are, are quite good. Apart from that, Vulkan is basically really simple. (can't tell you something about dx12 unfortunately) it's just very explicit. That is, you will have to specify alot, the specification however describes most of the stuff pretty good. I can also recommend the Vulkan Programming Guide, it's not a good book, but rather another reference with some more explanation. Sascha Willems also has a huge, open git repository with all kind of Vulkan Samples. That's only partly true. You can not develope with Vulkan on OS X, but you can ship Vulkan builds to OS X.
  13. I guess what you actually want to include in your portfolio depends on what kind of job you wanna get. On the one hand you're interested in game programming, on the other in Computer Graphics. Those are 2 completely different pairs of shoes, even if games "normally" have some sort of graphics. If your aim is to become a game programmer, your best bet will probably to push some apps to mobile devices. The market is (obviously) exploding, and you can get pretty decent apps done pretty quick, it's often a matter of weeks or a few months. If your aim is to become an graphics engineer, you might want to change your (current) goal. Your rotating box is quite unimpressive to employers, just because the people who are actually recruiting often don't have any idea how hard even simple & small things like this can be. Rasterization includes alot of ugly tricks & hacks to produce decent images. Those will take you a while to develope. On the other hand, there are procedures such as Path Tracing or Photon Mapping, resulting in high quality images for your portfolio in maybe a few weeks of coding, however, you probably won't be able to present those in realtime. I would decide upon how much time I gave myself to find an adequate job if I'd be in your position.
  14. DX12 to Vulkan

    I have just messed around a few weeks with the Vulkan API, and nearly no experience with DX 12, but what I found very interesting is that Vulkan is not just meant to be a graphics, but equally a computing API. That's what makes me think that Vulkan will receive a lot of new users in the future. Methods such as Ray Tracing, or even more specific, heavy imperformant methods such as Path Tracing are used more & more in game development. Currently mostly "statically", that is to say not real time, but pre - computed. It is in my opinion that this will change in the future, with more powerful hardware. So, computing might become a more required bit of those APIs in the future. I myself just implemented a little Ray Tracer using Vulkan & its compute pipelines without utilizing the graphics pipeline at all :)
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