Blowing from the West: Simulating Wind in 'Ghost of Tsushima'
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- čas přidán 30. 11. 2022
- In this 2021 GDC session, Sucker Punch Productions’ Bill Rockenbeck presents a variety of tips and tricks used to make these wind-driven simulations fast and believable, while utilizing the Playstation GPU to its maximum.
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Great talk! Goes over so many graphics topics and overviews them fairly well in a matter of just 30 minutes!
Phenomenally well-presented. Great examples and visuals, well done to the whole team on the technology.
Good stuff! Going to study this very hard since I am making my own game. I'd like to get some special "windy wind" in my game! Topics like these are real gems. Keep them coming! Thanks
Amazing presentation! From a student in England who is researching what concept to explore for their dissertation.
That was excellent, thank you so much.
Wow, I am going to look at the game in a whole new light now.
Hacky cloth sims are best cloth sims. Thanks for the ideas here!
This is what ubisoft lacked for the first Watch Dogs.
🐐
What is better for general wind effects, simplex or perlin noise or something else?
I can't believe how many great content creators, experts, industry people, senior developpers, cg artirsts, etc. still say "verticeee" or "vertexes", you guys do it on purpose, admit it.
Still perfect presentation, don't get me wrong, it's just remarkable.
what is the correct way, i thought i was vertexes?
@@callum6224 Vertex and vertices
We've all been waiting for it and now it's finally here: the sequel to "Procedural Grass" (czcams.com/video/Ibe1JBF5i5Y/video.html) :D
Can this be done in Unreal without c++? 7:00
why don't you learn c++?