Firs implementation of PBR textures, a lot of things to fix but early results are on the right way.
Music used https://freepd.com/music/City%20Sunshine.mp3
Textures https://cc0textures.com/
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https://www.youtube.com/watch?v=2ztjpSCoqjk
Added atmospheric lighting, persistent world edits and animated water.
Music used https://freepd.com/music/Ice%20and%20Snow.mp3
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https://www.youtube.com/watch?v=sZZEV_WmynA
Adding reflection and refraction to my Minecraft clone. Also improved TAA.
Musics https://freepd.com/misc.php
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https://www.youtube.com/watch?v=ZGOHB8fIqxw
First look into path traced global illumination. Only naive filter used (temporal accumulation). Next step will be to use more advanced spatio temporal filtering.
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https://www.youtube.com/watch?v=7jxzpKZS0AI
After my first try with flappy I wanted to see how would a genetic algorithm handle more complex situations.
Github https://github.com/johnBuffer/AutoDrone
Music used
https://freepd.com/music/Limit%2070.mp3
https://freepd.com/music/Rulers%20of%20Our%20Lands.mp3
https://freepd.com/music/Lurking%20Sloth.mp3
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https://www.youtube.com/watch?v=hQ4ryudP4j8
Little experiment with SDF in my raytracer. I did just plugged it in and it worked surprisingly well ! Won't explore further in that direction, it was just for fun.
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https://www.youtube.com/watch?v=WHsxAeHY9mA
1 hour of Virtual Walk 2
Thanks AlexIsLouis for the music :D https://www.youtube.com/channel/UCUWRUMnMP50v4x0CI2WMVHw
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https://www.youtube.com/watch?v=NBGdlsTakgE