Apr 1, 2015

Connect to NodeJS Socket.IO server from Unity3d using WebSocketSharp

It wont work out of the box. So no connections with simple

using (var ws = new WebSocket ("ws://127.0.0.1")) {
ws.Connect();
};

Socket.IO clients hides much of inner details. So when you using plain WebSocket client you need to provide some additional params like this:

using (var ws = new WebSocket ("ws://127.0.0.1/socket.io/?EIO=3&transport=websocket&b64=1")) {
ws.Connect();
};

Nov 10, 2014

Cool scripts for ndk developers

http://android-developers.blogspot.ru/2014/11/utilities-for-cc-android-developers.html?m=1

Mar 23, 2013

My contribution to OpenCOLLADA 3dsmax export


  • near/far attenuation
  • affect specular/diffuse
  • shadow map size
  • hidden lights now not exported
  • primary/secondary visibility node params
  • shadow cast node params


  • https://github.com/KhronosGroup/OpenCOLLADA/pull/161#issuecomment-15343540

    Jan 29, 2012

    Sanders' blog: Winforms Graph library

    Sanders' blog: Winforms Graph library: For some strange reason I was blocked on all projects I was working on, so I had a little time to work on something else. I've encountered m...

    Sanders' blog: Physical Based Rendering

    Sanders' blog: Physical Based Rendering: Lately I've been playing around with Physical Based Rendering  (yes, I'm late to the party). It took me a while to get it working because ...

    Jan 25, 2012

    lz4 : Very Fast Compression algorithm

    According test its almost as twice as fastest decompression (Google's Snappy), but with slightly better compression rate with better speed.

    Code license: New BSD License

    "LZ4 is a very fast lossless compression algorithm, providing compression speed at 300 MB/s per core, scalable with multi-cores CPU. It also features an extremely fast decoder, with speeds up and beyond 1GB/s per core, typically reaching RAM speed limits on multi-core systems."
    (c) http://code.google.com/p/lz4/

    Nov 22, 2011

    Nov 20, 2011

    Contract work progress


    before:                                                                                          after:

    Hot new links for graphics programmer


    Specular Showdown in the Wild West
    http://blog.selfshadow.com/2011/07/22/specular-showdown/
    ACM SIGGRAPH 2011 Course Filtering Approaches for Real-Time Anti-Aliasing
    http://iryoku.com/aacourse/
    Lighting 3D trees
    http://oceanquigley.blogspot.com/2010/11/lighting-3d-trees.html
    Lighting 3D trees, take 2
    http://oceanquigley.blogspot.com/2011/11/lighting-3d-trees-take-2.html
    Least Squares Vertex Baking (Ambient Occlusion approximation method)
    http://www.jarmilakavanova.cz/ladislav/papers/vb-egsr11/vb-egsr11.pdf
    Speculative Contacts – a continuous collision engine approach
    http://www.wildbunny.co.uk/blog/2011/03/25/speculative-contacts-an-continuous-collision-engine-approach-part-1/
    Yet Another Post about Gamma Correction
    http://altdevblogaday.com/2011/06/02/yet-another-post-about-gamma-correction/
    Simplifying My Workflow
    http://altdevblogaday.com/2011/04/14/simplifying-my-workflow/
    KZ3 Occlusion Culling
    http://www.secondintention.com/files/GDC2011-Occlusion-Slides.pdf
    DICE GDC Presentations
    http://publications.dice.se/
    Normal Offset Shadows
    http://www.dissidentlogic.com/#Normal%20Offset%20Shadows
    Interactive Indirect Illumination Using Voxel Cone Tracing
    http://maverick.inria.fr/Publications/2011/CNSGE11b/index.php
    Multiprocessor Game Loops: Lessons from Uncharted 2
    http://www.gameenginebook.com/gfg2010-final.pdf
    Stereoscopic 3D Demystified: From Theory to Implementation in Starcraft II
    http://www.nvidia.com/content/PDF/GDC2011/Stereoscopy.pdf
    Scalable Height Field Self-Shadowing
    http://wili.cc/research/hfshadow/
    Real-time Rendering of Translucent Volumetric Surfaces
    http://wili.cc/research/translucency/
    Procedural World
    http://procworld.blogspot.com/
    Free 3D meshes links
    http://blog.icare3d.org/2011/06/free-3d-meshes-links.html
    Mikkel Gjoel's Brink OpenGL Talk
    http://www.khronos.org/assets/uploads/developers/library/2011-siggraph-opengl-bof/Brink-preferred-rendering-with-OpenGL.pdf
    SIGGRAPH 2011
    http://advances.realtimerendering.com/s2011/index.html
    FXAA 3.11 Source Updated
    https://docs.google.com/leaf?id=0B2manFVVrzQAOWUwODM1YmQtNmEwOC00ZDBlLThlYzMtYzE4ZDM1ZjRlMzMx&hl=en_US
    NVIDIA FXAA II for Console
    http://timothylottes.blogspot.com/2011/04/nvidia-fxaa-ii-for-console.html
    realtimecollisiondetection.net - the blog
    http://realtimecollisiondetection.net/blog/
    Visibility and priority tests for streaming assets
    http://home.comcast.net/~tom_forsyth/blog.wiki.html#[[Visibility%20and%20priority%20tests%20for%20streaming%20assets]]