
I Look At This Building Everyday
when I gaze out of my office window. It belongs to the Berlin Institute of Technology.

Owl City Cover
#2212 posted by jiri_b on 2014/01/31 23:44:31
#2215 posted by
- on 2014/02/08 07:52:12
http://i.imgur.com/8KMFhS7.jpg
from a serious of weird old pics which aren't really reference-y...
http://imgur.com/a/hZ3H2

Eying To Imagine
#2216 posted by
ijed on 2014/02/08 10:37:26
The circumstances behind each one. And playing spot the photoshop...
#2218 posted by
czg on 2014/02/11 22:08:13
http://cyber-hell.tumblr.com/
There might be some odd nsfw titty in there. I didn't look too closely.

Now For A Timeless Classic
#2220 posted by
ijed on 2014/02/14 18:20:57

Shame About
#2221 posted by
ijed on 2014/02/14 18:29:50
The social media popup shit.

Love This Street

Nice
#2224 posted by
JPL on 2014/03/09 16:40:30
Remind me a lot the small Italian city named Dolce Aqua (i.e
http://en.wikipedia.org/wiki/File:Dolceacqua38_-_Panorama_del_paese_vecchio.jpg )
Basically, it is a medieval city with this kind of small streets with alots of interconnections...
Indeed very quakey :)

More From Albarracin
#2225 posted by Mike Woodham on 2014/03/10 13:44:18
There some decent night scenes on Google Maps/Earth and some interactive panos here:
http://www.albarracin.es/index.php?option=com_content&view=article&id=91&Itemid=497

Trees Growing On Chinese Houses
#2226 posted by
mfx on 2014/03/10 21:00:29

Nice.
Make a base map like that.
#2228 posted by
Lunaran on 2014/03/15 01:36:57
http://cghub.com/images/view/101293/
prey engine mods would suit quake pretty well.

Also
#2230 posted by
Lunaran on 2014/03/15 05:39:58

Yes.
#2231 posted by
metlslime on 2014/03/15 07:40:26
I've never seen any game engine treat fog for what it is, which is the interaction of light and airborne particles. Generally the best you can do is hand-author colored particle effects to simulate the reality, which is lighter, more opaque fog near light sources, and darker, more transparent fog in the shadows.
#2232 posted by
Spiney on 2014/03/15 11:00:16
NS2 does it I think (not sure if it's in the final game?) looks really moody.
http://youtu.be/PJMf7-HKw6A?t=1m3s
#2233 posted by
Lunaran on 2014/03/15 19:39:54
Linear god rays are a special case, one you see a lot more often because they're based on an exploitation of render buffer blurring, IIRC. You've probably seen games where the god rays disappear when the sun goes off the edge of the screen. They're basically bloom with a radial blur instead of a gaussian.
Global fog comes from just masking in a color based on the depth buffer, and volumetric fog (like quake3 pits) also just masks in a color but based on the difference between two depth buffers (the front and back of the volume).
what metl and I are wishing for doesn't (yet) have a cheap implementation afaik. Raytracing will do it, but certainly not in real time, and piling up billboard particles slaughters you on fillrate.
paging lordhavoc.