Once a programmer, always a programmer
fftWater. Ocean simulation based on the paper of Jerry Tessendorf: Simulating Ocean Water
120sdf3d. 3D Signed Distance Field
46sdf2dWithMPM2D. SDF-based collision detection with MPM-based simulation
43dudvWater. Water rendering using dudv map
23sdf2d. 2D signed distance field
20normalMapping. Normal mapping with parallax occlusion mapping and self-shadowing sample code
12tessellation. Tessellation and dynamic LOD
10skybox. Skybox based on cube maps
4shadow2d. A method to render 2D shadow.
4fftWaterPre. Pre-computed FFT water simulation
4shadowMapping. Shadow mapping
3PBR. Physically-based Rendering sample code
3playerObstruct. When a player is blocked, render the blocked part with a special color.
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