seen from Greece

seen from United States
seen from France
seen from United States
seen from Indonesia

seen from Maldives

seen from India
seen from Singapore
seen from Yemen

seen from United States
seen from United States

seen from United Kingdom
seen from China

seen from United States

seen from United Kingdom
seen from United States
seen from United States

seen from Maldives

seen from United States
seen from China

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch âą No registration required âą HD streaming
I wrote a glass-like post-effect for MMD!
A glass-like effect for MMD (MME). Contribute to SarinaCFG/Simple-Glass development by creating an account on GitHub.
đ8ïžâŁđ„ïžDirectX 8 turns 25 years old!
And to celebrate this occasion, here is information from Andrew Willmottâs presentation (audio) about the role of DirectX 8 (DX8) in the development of The Sims 2:
DX8 as a Target Platform and Technical Configuration
DirectX 8 was one of the target platforms for The Sims 2âs graphics system.
However, the main target hardware for the developers was still machines with DX7-level graphics cards.
The technical features planned for DX8 included:
âą Hardware Vertex Processing (HWVP)
âą Software skinning
âą Vertex/Pixel Shader lighting (VS/PS lighting)
For comparison, the DX9 path included HWVP, hardware skinning, VS/PS lighting, and framebuffer effects.
Development Investment and Final Decisions
The shader path planned for DX8 consumed most of the graphics development time, but was ultimately dropped in the final weeks of the project.
The system was too inefficient to handle the large number of different shaders required for that path.
DX8 development was significant: during the final year, one engineer was almost fully dedicated to material scripting, which included working on DX8, writing code in Azim, and handling many different edge cases.
Associated Technical Challenges
Older drivers (DX8-level) did not support depth buffer copies. This caused compatibility issues, especially due to the âdirty rectâ rendering system.
The FX series graphics card line was treated as a DX8 component because its performance was too low to fully utilize the features of DX9.
Extracted from the presentation using NotebookLM.
Read more about the historical impact of DirectX 8 here:
25 Years Ago Today, Microsoft Released DirectX 8 and Changed PC Graphics Forever
How to engine - a quick tutorial
A few weeks ago I decided I am fed up with the current state of things particularly in the demoscene (but also a bit in game development) when it comes to using a prepackaged engine versus people knowing or learning how to use their own thing, so I put together a quick tutorial for how to write the beginnings of a framework that renders a mesh and plays some music - it took less than 400 lines of C++ and about 40 steps.
Is it perfect? No, of course not, nothing is ever perfect or finished, but my hope is really to dispel this notion that writing rendering code is the privilege of a select few, because it's easier than people think.
" Behind the scenes with the creators of the most powerful game machine on the planet! "
NextGen Magazine n68 - August, 2000.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch âą No registration required âą HD streaming
Windows XP - dxdiag.exe
This project is still active, though I didnât have as much time to work on it as I wanted during the pandemic. The one major piece thatâs missing is some way to animate the models, and thatâs still on the roadmap somewhere.
Iâve worked a lot on various bug fixes. To mention just a couple of major ones that come to mind: there was an important fix for the shift-reduce parser that reads the modeling script. And another one involved the function that simplifies the voxel octrees that are (sometimes) used to define a visible surface and render models. There are two screenshots here, and the first one is supposed to show the latter fix. This is a set of voxels (cubes) of various sizes. If it hadnât been simplified to remove voxels that had no useful data in them, all of the voxels would have an edge length of 1. But as you can see, the voxel at the upper right has an edge length as large as 8. Being able simplify these voxel trees like this will be useful however they are ultimately used, even if itâs only to create models for use later.
Another thing Iâve worked on is refinements to the modeling script. The second screenshot shows a simple function being called in this script. Itâs passed floating-point arguments that represent the dimensions of a cuboid. The function then creates a box with those dimensions (the long purple box). The function itself is in a different text file, and itâs written in the very same modeling script. This is a simple example to demonstrate and debug the basic functionality.
Az archĂvumbĂłl â A The Witcher 3 kĂ©szĂtĆi - 3. rĂ©sz: InterjĂș Török BalĂĄzzsal â Lead Engine Programmer - A programozĂĄs rejtelmei
Az ArchĂvumbĂłl c. rovatunkkal a korĂĄbbi oldalunkkal egyĂŒtt elveszett rĂ©gebbi, ĂĄm nem kevĂ©sbĂ© Ă©rdekes cikkeinket igyekszĂŒnk feltĂĄmasztani, kellemes olvasĂĄst! (Az alĂĄbbi cikkĂŒnk mĂ©g a The Witcher 3: Wild Hunt megjelenĂ©se elĆtt kĂ©szĂŒlt, 2014-ben.) Akik gyakrabban lĂĄtogatnak minket, mĂĄr Ă©szrevehettĂ©k, hogy elĂ©g sokat cikkezĂŒnk a Witcher szerepjĂĄtĂ©kok kĂ©szĂŒlöben lĂ©vĆ 3. rĂ©szĂ©rĆl. BĂĄr mostanĂĄbanâŠ
View On WordPress