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Latest tweets from @cameni

@meuns so we had to add detection and workarounds, but it still didn't work for some, and just today I found it can also differ by MSAA

Aug 31 2015

@meuns yes the format is ok, and it's just a problem of AMD 5xxx series - texelFetch and textureLod not returning the same value

Aug 31 2015

@meuns you mean how it's implemented? no, I'm just looking at the output from texelFetch and textureLod from the same sampler w/ sRGB tex

Aug 31 2015

more sRGB fun, some AMD cards✕drivers can't texelFetch sRGB properly from any tex, and some only from the multisample ones

Aug 31 2015

@ErickXavier It isn't released yet, at the moment it's licensed only individually for selected projects (mostly special simulators)

Aug 8 2015

@g_truc It knows there's nowhere to flow to. It's a quiet river in the middle of nowhere :)

Aug 5 2015

RT @outerra: Initial river support, based on the road system. Mainly for smaller rivers, larger ones and lakes will be imported. T.

Aug 5 2015

RT @KostasAAA: Implementing fast, ray traced soft shadows in a game engine

Jul 24 2015

For comparison, here's how the planet in #outerra looks like from 250km, the same height as in the "shrunk" one:

Jul 7 2015

Honey I shrank the planet (real-size Earth /16, after seeing tiny ones in No Man's Sky) More:

Jul 7 2015

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Indie Devs

Indie Devs

Hobbies & Interests with 1,233 members, open to all members

A group dedicated to indie and standalone game development.



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Creating planetary engine capable to render Earth and other planets, using real elevation and land class data in combination with fractal refinement algorithms...

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