devlog
Matcap Rim lighting for Mobile by 2013 in years.
我将继续与Substance Unity合作,在现有的B2M之外创建一些着色器。
由于我们尚未对光的方向进行任何计算,因此根据支持的视图空间的遮罩替换了环境照明。
坦白讲,复杂的结构很困难,因为这种方法必须在较旧的移动硬件上使用。
所以我决定一起制作一个实质性的移动版本…
Journey to the west [:西遊記:]
2013年,当我担任公司的技术美术总监时,我介绍了两个人开始制作的独立游戏。
我没有建立公司,但是我在良才洞Soho中心设有一个小办公室,并在与Someone合作之后进行了开发。
即使有一个基准测试游戏,但制作过程却是由于这样的事实,即诞生更接近工程师。 第二天就去公司工作……这并不困难,但游戏性也是一个问题。
FASTEST MOBILE FAKE BRDF SKIN SHADER 2012 in years
FASTEST MOBILE FAKE BRDF SKIN SHADER This character used custom mobile skin shader.That shading theory is blend normal and sin… 더 보기 »FASTEST MOBILE FAKE BRDF SKIN SHADER 2012 in years
NVIDIA Tegra3 Tech Dev log by since 2011 in years.
Tech prototype works for Tegra3 GPU ordered from NVIDIA. Using the Nvidia physics engine with some configuration is very important.After… 더 보기 »NVIDIA Tegra3 Tech Dev log by since 2011 in years.
Freeze On Air online dev since by 2004 in years.
Invested from http://www.gomcorp.com/ and developed at Brownie Studio.A casual sports online game project where I left the design company Artbox… 더 보기 »Freeze On Air online dev since by 2004 in years.