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Atem
enjin is cancer
Last seen Wed at 10:53
North Korea
Ark

Shared publicly - Oct 9, 16

idk why

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still not as good as this
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0 comments
September 2017
Ascendants

Shared publicly - Sep 18, 17

guess who's a faggot
2
August 2017
Atem

Shared publicly - Aug 22, 17 - edited

I've been working on a direct3d 10 renderer to go aside my opengl one

this one takes a shit ton more work because it uses the component object model compared to opengl's direct interfacing, however it pays off because the performance is 100% faster on average, and it's fucking brilliant

I have the same scene up and running and I have physically based rendering and shit as well as render target views and shader resource views so I can do post processing stuff like the bloom in my opengl thing

I have ImGui working with it, because the nuklear library that I use with my opengl renderer does not have direct3d bindings.
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also look at all these nice warnings
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Atem

Shared publicly - Aug 10, 17

I literally just added bloom and it's really nice

with bloom
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without bloom or any HDR effects
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Atem

Shared publicly - Aug 10, 17 - edited

I added HDR rendering with controllable exposure levels for different environments, and it's pretty nice

next is bloom

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oh yeah by the way everything will look fresh if you open the images in new tabs
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Atem

Shared publicly - Aug 5, 17

can I die yet?
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17
Funny how this would be irrelevant if the 'dab' didn't exist.
0 comments
Funny how this would irrelevant if the 'dab' didn't exist, inb4 I just noticed it spells out dab on the side.
0 comments
Atem

Shared publicly - Aug 1, 17

done quite a lot of shit with my engine which i haven't documented at all but basically I've been working on making some super fast renderer by doing low level optimizations, as well as rewriting some shaders

I changed my lighting approach to a more realistic PBR (physically based rendering) approach which calculates lighting correctly, as well as having controllable roughness/shininess components as well as realistic albedo depending on the specific object (a rougher object would have a smaller albedo)

I added post processing effects too by using something called framebuffer objects where you can catch the rasterized output from the opengl pipeline, and render it to an opengl texture object, so you can manipulate it yourself. I use a grayscale effect which is just manipulating the average value of each texel, and dividing it according to the NTSC specification, as well as a simple film grain noise effect which creates ambient noise dependant on the sine of the current time passed, as well as a blur function which uses gaussian weights, to create a realistic blur approach.

This is without any post processing effects
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This is with post processing effects enabled
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oh yeah by the way rendering is all in real time and it's really sick
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nice job dude!
1 comments
thanks dude
July 2017
Atem

Shared publicly - Jul 28, 17

yeah i'm hypesquad on discord
that's pretty cool
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Well i think i sent you a steam request
2 comments
haven't got one yet
Ok sent a load of atem steam requests so tell me if u still didnt get one
June 2017
Atem

Shared publicly - Jun 9, 17

War is peace
Freedom is slavery
Ignorance is strength
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really moves your nerve cells
0 comments
We are all slaves in our own way.
0 comments
Atem

Shared publicly - Jun 4, 17

I've been playing so much red orchestra 2 lately
such a great game
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Atem

Shared publicly - Jun 4, 17

damn, I used to have so many friends from buildfreeks and minefreeks

now, basically none of them still use their enjin
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May 2017
Atem

Shared publicly - May 17, 17 - edited

Added physically based rendering to my engine
basically it generates lighting results based on real life

I also changed my immediate windowing manager and added a crosshair because it's cool

and i'm using texture mipmapping

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image
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C++?
1 comments
yes
SO COOL DUDE
0 comments
Atem

Shared publicly - May 13, 17

basic GUI working in my engine

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teapots XDDDDDDDDDDDDDDDDDDDD
0 comments
Atem

Shared publicly - May 7, 17 - edited

made some progress on my engine

it can now render full scenes with controllable lighting

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it also took some intense brainfarts, and 2 months of work
but it looks cool
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That's some quality Battlefield 1 mods!1!1

idfk
0 comments
now rewrite the entire thing in brainfuck
1 comments
hell yeah
Anonymous

Shared publicly - May 2, 17

wait, you like Yo-Kai Watch?
Because your picture is Don-Chan, a yo-kai...
I'VE FOUND A FRIEND
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