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  • SSD height-based fade-out effect by ttmayrin

    I just heard from a Korean game developer, ttmayrin, who implemented Screen Space Decals in his engine and he loves it. The only problem he had was how the decal border was too obvious because my implementation used in Space Marine lacks any smoothing effect.

    • Nov 18, 2012
    • graphics shader
  • Screen Space Decals in Warhammer 40,000: Space Marine

    As I promised, here are the slides I presented at Siggraph 2012. It's about Screen Space Decal technique I developed for Space Marine

    • Oct 12, 2012
    • pptimization graphics my work conf
  • Joining Square Enix / Eidos Montreal for....

    Today, my ex-student & friend, Friso, asked me why I'm not saying anything about joining Eidos Montreal on my blog. I guess I was just busy dealing with the slowest moving company and finding a new place in Montreal. Now those things are kinda under control, so let me break the old news.

    • Aug 27, 2012
  • How To Generate C# Object from XML

    Found this from my old work note. Before I forget about it, let me post it here. Maybe someone find it useful.

    • Jul 10, 2012
    • unity csharp
  • OpenCL: Getting OUT_OF_RESOURCE or CL_MEM_OBJECT_ALLOCATION_FAILURE?

    I recently had a chance to use OpenCL to speed up an app I was developing. It was pretty fun, but certainly debugging OpenCL was not so easy. I wish it had more error messages at least.

    • Jul 8, 2012
    • dev diary opencl
  • Unity, I Love You, But Your UV Is Horrible

    I love Unity. This is the first engine I felt like I can't make anything better than this. Of course, it's mostly due to its awesome editor. But the other day, I found one thing that annoys me: UV coordinates system.

    • Jun 11, 2012
    • texture rants unity graphics
  • I'm Presenting at Siggraph 2012

    Yay~ My Screen-Space Decal is accepted at Siggraph 2012. And it looks like I'll be presenting on Monday!. From this link, look at the bottom!

    • Jun 11, 2012
    • conf graphics
  • Using P4SandBox for 3 Weeks or So

    I have been using P4SandBox for 3 weeks or so, and I'm pretty happy with it. The private repo is great: creating new streams(read it as branches) and switching between them are fast. (It internally uses shelving, of course) So streams almost work as branches + automatic shelving.

    • May 23, 2012
    • vcs workaround p4
  • COM Smart Pointer in DX9/11 Renderer?

    Main Article Recently I've been developing a real-time application outside the gaming industry, and I happened to implement a very thin, stateless DX9 renderer, and then ported it to DX11. This piece of software runs on Windows PC, so it was kind of nice to deal with more powerful hardware than current-gen consoles, which I've been married to for the last 6+ years.

    • May 21, 2012
    • cpp optimization graphics
  • Personal Choice of Version Control System in 2012

    Sometime ago, I wrote a blog post about my personal choice of VCS and the winner was Subversion. But now there has been two changes from Perforce that made me want to re-evaluate. Those two changes are:

    • May 1, 2012
    • svn tool vcs git p4
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