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Team Acknex @ Revision 2015 #449938
04/03/15 12:48
04/03/15 12:48
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline OP
Serious User
PadMalcom  Offline OP
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Joined: Mar 2006
Posts: 1,993
Karlsruhe
Slin and I are here - anybody else (Accidently or on purpose)?


Last edited by PadMalcom; 04/03/15 12:49.
Re: Team Acknex @ Revision 2015 [Re: PadMalcom] #449954
04/03/15 21:19
04/03/15 21:19
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline OP
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PadMalcom  Offline OP
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Joined: Mar 2006
Posts: 1,993
Karlsruhe
Live shader coding contest. Slin sadly refused to participate.


Re: Team Acknex @ Revision 2015 [Re: PadMalcom] #450063
04/06/15 01:39
04/06/15 01:39
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
Seeing what everyone who didn't give up made, it was probably better this way. Need to get more familiar with raymarching distance functions...

Re: Team Acknex @ Revision 2015 [Re: Slin] #450088
04/06/15 15:11
04/06/15 15:11
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
@^: Well raymarching is kinda neat.. I've been using 2D raymarching for fake shadows in a chess game but exept for things like this I don't see how it could be used in games.

It's nice to play around with because you can do lots of shit with raymarching but I consider most of it useless when it comes to game programming.


POTATO-MAN saves the day! - Random
Re: Team Acknex @ Revision 2015 [Re: Kartoffel] #450111
04/06/15 20:36
04/06/15 20:36
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Lübeck
Who fucking cares? You can create some really amazing shit with it and if you want to make a cool 4k demo raymarching is one of the best ways to do it.
Those guys created some really impressive stuff within 25mins coding in front of nearly 1000 people watching them.


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