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duminică, 24 martie 2024

News : Get the free Indie Upgrade from Cascadeur.

Cascadeur is a standalone 3D software that lets you create keyframe animation, as well as clean up and edit any imported ones. Thanks to its AI-assisted and physics tools you can dramatically speed up the animation process and get high quality results. It works with .FBX, .DAE and .USD files making it easy to integrate into any animation workflow.
You can get the free Indie Upgrade from Cascadeur if you registered before 1st of March 2024.
You can see more videos on the official youtube channel.

sâmbătă, 23 martie 2024

News : 24th Houdini Learning Video!

Houdini is a 3D animation software application developed by Toronto-based SideFX, who adapted it from the PRISMS suite of procedural generation software tools.
The 24th learning video for Houdini on the official youtube channel ...

News : Programming and 3D Modelling N64 games!

News : Android applications on windows 11.

... 2D and 3D graphics processing and interfaces have a different twist, Windows 11 and Android.

vineri, 22 martie 2024

News : Soulframe Preludes: Fey Pact

News : Final Fantasy XVI - The Rising Tide DLC Trailer

News : About Screen Contest

The new inkscape contest for Celebrating Artists, Inkscape, and Community can be found on the official webpage.
For each new version of Inkscape, we invite all Inkscape artists, newcomers and seasoned professionals, to submit an artwork for the "About Screen" contest. The upcoming release is Inkscape 1.4 (and we'll make a separate announcement for helping us test drive when it's ready)!
The About Screen is an image that you get to see when you click on Help → About in Inkscape to find more information about the version of the program installed on your device. Here's last year's winner, Isometric Madness by Denis Kuznetsky that features the version number in the back of a truck!
But the About Screen Contest is about much more than the About Screen. Contest artwork is also frequently featured in news articles about the release, on the inkscape.org download page, and in other locations.

News : Before You Buy ... gameranxTV

The phrase "Before You Buy" applies to everyone, but I don't think it applies in the wonderful world of online games... here is a youtube channel named gameranx with many reviews about games.

News : Alone in the Dark - The Dark Road to Derceto Uncut (Redband Trailer)

News : Minecraft: The Great Wild | The End.

Journey with us into the desolated islands of The End. An endless void made out of End Stone and filled with beautiful Chorus Plant Trees. Explore the End Cities and end ships, meet the (almost) friendly Endermen and behold the majestic Ender Dragon on this 7th episode of The Great Wild!

joi, 21 martie 2024

News : Call of the Wild: The Angler.

Many editors : Expansive Worlds, Avalanche Studios Group, Expansive Worlds AB, Fatalist Entertainment AB, but is sell by Expansive Worlds and is free now on Epic Store.

News : RowsX

Connect any API to automate and scale processes across your team. Build your own internal tools, without writing a single line of code.
RowsX is a Chrome extension that enables anyone to scrape tables and lists from thousands of websites instantly. With a click on the RowsX icon, you can extract data from diverse web pages, such as Wikipedia articles or LinkedIn search results, and seamlessly integrate this information into your workflow.
RowsX supports thousands of websites, including:
  • Wikipedia
  • LinkedIn - search results
  • Youtube - search results
  • ProductHunt
  • Our World in Data
  • ChatGPT
  • GitHub
  • Y Combinator
  • NBA
  • Yahoo Finance
  • GA-4
  • Google Maps
  • NFL
  • Yellow Pages
  • Stripe
  • Yelp
  • ebay
  • G2
  • Tiktok
  • Hubspot (tables)
  • Zillow
  • NASDAQ
  • Stripe

    News : New videos from 11 bit studios.

    A pack of videos from 11bitstudios youtube channel. This is the official website.
    11 bit studios S.A. is a Polish video game developer and publisher based in Warsaw. The studio was founded in 2010 by former members of CD Projekt and Metropolis Software. The studio is most known for developing Anomaly: Warzone Earth (2011), This War of Mine (2014), and Frostpunk (2018). See wikipedia.

    News : Horizon Forbidden West: Complete Edition - Launch Trailer.

    News : Epic Games - new free games.

    luni, 18 martie 2024

    News : What We're Up To In 2024 from Krita.

    It's 2024 already, and even already March. Like last year, we had a video call with all sponsored developers, artists and volunteers to discuss what we achieved last year, figure out the biggest issues we're facing and set the priorities for this year.
    You can read more on the official blog.

    News : Made With Unity games sizzle reel - Spring 2024 ...

    News : Anvil F7 MkII - Rise Above

    News : GIGANTIC: RAMPAGE EDITION | Map Flythrough.

    News : Jutoh editor.

    This is old software but still works.
    Jutoh is a writing and ebook formatting software for indie authors and publishers.
    Ebook editor, convertor and creator software for Mac, Windows and Linux. Convert to ebooks for Kindle, Apple Books, iBooks, iPhone, iPad, Kobo, Nook.
    Jutoh 3 adds tools to help with the creative aspects of your project - including a drag-and-drop planning tool, writing exercises, and writing advice. It also improves on many aspects of Jutoh 2, with a redesigned menu structure and various parts of the user interface made quicker and more intuituve.
    This software is created by Anthemion Software Ltd. is a small software house based in Berwick-upon-Tweed and Edinburgh, UK.

    duminică, 17 martie 2024

    News : discounts on Epic Games.

    Enjoy discounts on select PC games. Spring Sale 2024 runs between March 14 and March 28. Save on your favorite PC Games.
    Celebrate the Spring Sale with Epic Rewards boosted to 10% for a limited time!

    Shader Editor - example 005.

    ... another shader for Shader Editor:
    #ifdef GL_FRAGMENT_PRECISION_HIGH
    precision highp float;
    #else
    precision mediump float;
    #endif
    
    uniform vec2 resolution;
    uniform float time;
    uniform vec4 mouse;
    uniform vec4 date;
    
    //#define time  iTime
    #define R resolution.xy
    void mainImage( out vec4 fragC, in vec2 fC)
    {
       vec2 pos = (fC.xy/R.xy) * 8. - 4.;
        pos.x *= R.x / R.y;
        float s = .26, f = 10.0, k = f;
        vec3 p = vec3(pos, sin(time ) * .15)* s;
    
        for( int i=0; i< 5; i++ )
        {
               p = (abs(p)/dot(p,p) - 1.33);
               k = length(p);
            
               p = 0.95*s/(p*k-p)*k;
       }
       f = (dot(dot(p,p),0.9*s)/(s/dot(p,p)));
       fragC= vec4(f, f *1.2, f * 9.1, 1.0);;
    }
    
    void main() {
    vec4 fragment_color;
    mainImage(fragment_color, gl_FragCoord.xy);
    gl_FragColor = fragment_color;
    }

    News : Asana - online tool.

    Asana is a platform that helps you connect work and workflows to company-wide goals, with AI, integrations, and security features.

    vineri, 15 martie 2024

    News : Another two videos from Unity 3D game engine.

    ... next Live in 2 days March 18 at 8:00 PM ...

    News : ASA Cross-Platform Mods Spotlight, Mar 11 - Mar 15, 2024 ...

    Spotlighting some of the exciting new Cross-Platform Mods added from Mar 11 - Mar 15 for ARK: Survival Ascended on PlayStation 5, Xbox Series X|S, and Steam!

    News : Titan Quest 2 - Announcement Trailer

    News : Selfloss - Announcement Trailer ...

    News : Marvelous Designer 2024.0: Auto Convertir a Avatar

    News : Terror Mansion - Official Trailer.

    News : Planet of Lana - Release Date Trailer

    News : The Smurfs - Village Party - Reveal Teaser

    Shader Editor - example 004.

    This is not 100% my shader, I found an example on the web and adapted it for March. It is quite optimized and can be further optimized. I did it rather quickly because I can't really afford to use up my time and resources without having a financial or health-related gain. You can turn it into wallpaper with the ShaderToy Android application.
    #ifdef GL_FRAGMENT_PRECISION_HIGH
    precision highp float;
    #else
    precision mediump float;
    #endif
    
    #define _ParticlesAmount 10
    uniform vec2 resolution;
    uniform float time;
    float rnd(float x)
    {
        return fract(sin(dot(vec2(x + 47.49,38.2467 / (x + 2.3)), vec2(12.9898, 78.233))) * (43758.5453));
    }
    
    float draw_leaf(vec2 uv, float scale, float d) {
        float ret;
        vec2 root = uv - vec2(1.0, scale);
        float r = length(root) / scale;
        float t = abs(atan(root.x, root.y) / 3.1415);
        float edge = (3.0 * t - 8.0 * t*t*t*t + 6.0 * t*t*t*t*t) / (4.0 - 3.0 * t);
        ret = smoothstep(edge - d, edge + d, r);
        return ret;
    }
    
    mat2 rotate(float t) {
        return mat2(cos(t), -sin(t), sin(t), cos(t));
    }
    
    float drawClover(vec2 uv, float scale, float d) {
        float ret = draw_leaf(uv, scale, d);
        uv = rotate(2.0) * uv;
        ret *= draw_leaf(uv, scale, d);
        return 1.0 - ret;
    }
    
    vec4 alphaBlend(vec4 base, vec4 blend)
    {
        return vec4(base.rgb * base.a * (1.0 - blend.a) + blend.rgb * blend.a, blend.a + base.a * (1.0 - blend.a));
    }
    // conversion from a web shadertoy
    //void mainImage( out vec4 fragColor, in vec2 fragCoord )
    
    void main() {
    {
        vec2 uv = (2.0 * gl_FragCoord.xy - resolution.xy) / min(resolution.x, resolution.y);
        float t = smoothstep(1.5, 0.0, length(uv));
        gl_FragColor = vec4(t * vec3(1, 0.8784, 0.9333) + (1.0 - t) * vec3(0.9568, 0.7451, 0.8118), 1.0);
        float j;
        float move_max = 1.0;
        vec2 spawn_center = vec2(0.0, 0.0);
        float spawn_length = 0.5;
        float _ParticlesAmount_f = float(_ParticlesAmount);
        for (int i = 1; i < _ParticlesAmount; i++)
        {
            j = float(i);
            float rnd1 = rnd(cos(j));
            float delayedTime = (0.2 + 0.2 * rnd1) * time;
            float d = floor(delayedTime / move_max);
            float rnd2 = rnd(j * d);
            float rnd3 = rnd(j * j * d);
            float r = delayedTime / move_max - d;
            float x_wave = 0.15 * sin(delayedTime * 7.0 + 6.282 / j);
            vec2 spawn = vec2(0.0, rnd3 * spawn_length);
            float ease = pow(2.0, 5.0 * (r - 1.0));
            float y_move = move_max * ease;
            float opacity = 1.0 - ease - pow(2.0, -30.0 * r);
            float scale = 1.0 - 0.65 * rnd1 + 0.15 * sin(1.8 * time * j / _ParticlesAmount_f + 6.282 / j);
            float rot_wave = 2.0 * sin(delayedTime * 3.0 * j / _ParticlesAmount_f * 2.0 + 6.282 / j);
            vec2 center = rotate(rot_wave) * (rotate(6.282 * rnd2) * (uv + spawn_center) + spawn + vec2(x_wave, y_move)) * scale;
            vec3 cloverColor = vec3(0.3 + 0.3 * rnd2, 0.98, 0.3) * (1.0 - 0.3 * rnd3);
            vec3 cloverCenterColor = cloverColor + (vec3(1.0) - cloverColor) * 0.5;
            vec3 cloverBgColor = vec3(1.0, 0.98, 0.7);
            gl_FragColor = alphaBlend(gl_FragColor, vec4(cloverBgColor, opacity * drawClover(center, 0.1, 0.3)));
            gl_FragColor = alphaBlend(gl_FragColor, vec4(cloverColor, opacity * drawClover(center, 0.1, 0.01)));
            gl_FragColor = alphaBlend(gl_FragColor, vec4(cloverCenterColor, opacity * drawClover(center, 0.05, 0.3)));
        }
     }
    }