<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"><channel><title>vidar.games</title><link>https://vidar.games/</link><description>Game rendering and simulation techniques, rebuilt from open-source code and shown side by side.</description><lastBuildDate>Thu, 12 Nov 2026 14:25:55 +0000</lastBuildDate><item><title>LTC area lights (LTCGI)</title><link>https://vidar.games/posts/ltc-area-lights/</link><guid>https://vidar.games/posts/ltc-area-lights/</guid><pubDate>Thu, 12 Nov 2026 13:00:00 +0000</pubDate><description>A video screen, two light tubes and a tilted triangle light this room as real polygons. On polished tiles the screen reflects as a sharp picture, on rough tiles as a soft glow.</description></item><item><title>Anime crystal shader</title><link>https://vidar.games/posts/anime-crystal/</link><guid>https://vidar.games/posts/anime-crystal/</guid><pubDate>Thu, 12 Nov 2026 00:02:00 +0000</pubDate><description>These gems have no transparency and no real refraction. The sparkle is two layers of triangle noise, looked up through a bent view vector and lit by the light behind the face.</description></item><item><title>Physically based sky atmosphere</title><link>https://vidar.games/posts/sky-atmosphere/</link><guid>https://vidar.games/posts/sky-atmosphere/</guid><pubDate>Wed, 11 Nov 2026 21:00:00 +0000</pubDate><description>A sunrise over seven ridge lines, built from four lookup tables. The far ridges sink into the sky because the sky and the distance haze come from the same scattering maths.</description></item><item><title>Interactive ground fog</title><link>https://vidar.games/posts/oot-ground-fog/</link><guid>https://vidar.games/posts/oot-ground-fog/</guid><pubDate>Wed, 11 Nov 2026 18:00:00 +0000</pubDate><description>Ground fog that opens when someone walks through it, curls into the gap, then slowly closes again. Underneath is a 2D fluid sim on a 256 x 256 grid, drawn as 16 flat planes.</description></item><item><title>Strand hair simulation</title><link>https://vidar.games/posts/strand-hair-sim/</link><guid>https://vidar.games/posts/strand-hair-sim/</guid><pubDate>Wed, 11 Nov 2026 15:30:00 +0000</pubDate><description>6,000 strands on a turning head. On the left only gravity and length hold them, and the hair drops straight through the skull. On the right, shape constraints and two spheres keep the style.</description></item><item><title>Position-based fluids</title><link>https://vidar.games/posts/pbd-fluid/</link><guid>https://vidar.games/posts/pbd-fluid/</guid><pubDate>Wed, 11 Nov 2026 13:00:00 +0000</pubDate><description>29,160 particles fall as an 8 m column into a tank with a baffle. Without a density constraint they fold into one flat sheet. With it they splash over the baffle and keep their volume.</description></item><item><title>Occlusion-aware lens flare</title><link>https://vidar.games/posts/lens-flare-occlusion/</link><guid>https://vidar.games/posts/lens-flare-occlusion/</guid><pubDate>Wed, 11 Nov 2026 00:00:00 +0000</pubDate><description>A low sun behind a line of pines. The lens flare switches off when a trunk covers the sun and comes back when it clears, decided by one depth texel per frame.</description></item><item><title>CSG booleans</title><link>https://vidar.games/posts/csg-booleans/</link><guid>https://vidar.games/posts/csg-booleans/</guid><pubDate>Tue, 10 Nov 2026 21:00:00 +0000</pubDate><description>A cube, a sphere and three cylinders. Four boolean cuts on plain triangle meshes, each one a BSP tree clipping another BSP tree.</description></item><item><title>Touch-bending grass</title><link>https://vidar.games/posts/grass-bending/</link><guid>https://vidar.games/posts/grass-bending/</guid><pubDate>Tue, 10 Nov 2026 18:00:00 +0000</pubDate><description>A stone ball rolls through 48,000 grass billboards. Every tuft checks up to 16 benders in its vertex shader and leans away from any it is inside.</description></item><item><title>Marching cubes terraforming</title><link>https://vidar.games/posts/marching-cubes-terraforming/</link><guid>https://vidar.games/posts/marching-cubes-terraforming/</guid><pubDate>Tue, 10 Nov 2026 15:30:00 +0000</pubDate><description>A glowing brush digs a cave into a hillside, then builds an arch out of thin air. Underneath: byte voxels and marching cubes, re-meshed one 16-voxel chunk at a time.</description></item><item><title>Mesh-projected decals</title><link>https://vidar.games/posts/projected-mesh-decals/</link><guid>https://vidar.games/posts/projected-mesh-decals/</guid><pubDate>Tue, 10 Nov 2026 13:02:00 +0000</pubDate><description>A flat decal quad floats off a round pillar, sinks into steps and flickers on the floor. driven-decals cuts a new mesh from the surfaces inside the decal box instead, so the paint follows every step.</description></item><item><title>Screen-space reflections (SSR)</title><link>https://vidar.games/posts/ssr/</link><guid>https://vidar.games/posts/ssr/</guid><pubDate>Tue, 10 Nov 2026 00:01:00 +0000</pubDate><description>A polished floor often reflects a baked cubemap, so a rolling ball never shows up in it. Screen-space reflections march rays through the depth buffer and reuse the frame already drawn.</description></item><item><title>GPU boids</title><link>https://vidar.games/posts/gpu-boids/</link><guid>https://vidar.games/posts/gpu-boids/</guid><pubDate>Mon, 09 Nov 2026 21:01:00 +0000</pubDate><description>4,096 fish, same seed, same moving target. Left: each fish only steers at the target, and they pile into a clump. Right: three local rules, checked against every other fish each step, make a school.</description></item><item><title>Volumetric fog</title><link>https://vidar.games/posts/volumetric-fog/</link><guid>https://vidar.games/posts/volumetric-fog/</guid><pubDate>Mon, 09 Nov 2026 18:02:00 +0000</pubDate><description>Same ruined hall, same sun, same frame. Left: the usual height fog, one grey layer. Right: the fog is stored in 1.8 million cells, each lit and shadowed on its own, so light shafts appear.</description></item><item><title>GPU mass-spring cloth</title><link>https://vidar.games/posts/gpu-cloth/</link><guid>https://vidar.games/posts/gpu-cloth/</guid><pubDate>Mon, 09 Nov 2026 15:30:00 +0000</pubDate><description>A cloth that waves from a sine wave looks fine until something touches it. A mass-spring grid on the GPU has 4,096 nodes, each pulled by up to 8 neighbours, so a ball shoves it out of the way.</description></item><item><title>Screen-space global illumination (SSGI)</title><link>https://vidar.games/posts/ssgi/</link><guid>https://vidar.games/posts/ssgi/</guid><pubDate>Mon, 09 Nov 2026 13:01:00 +0000</pubDate><description>A spotlight hits a red wall and only the wall gets lit. Screen-space GI shoots rays from every pixel, reads the colour they hit on screen, and spills that red onto the floor, boxes and ceiling.</description></item><item><title>Wind field simulation</title><link>https://vidar.games/posts/wind-field-simulation/</link><guid>https://vidar.games/posts/wind-field-simulation/</guid><pubDate>Sun, 08 Nov 2026 21:00:00 +0000</pubDate><description>Sine wind sways every blade in step. A wind field remembers where air was pushed: a blast spreads out, a rolling rock leaves a wake, a vortex swirls and then fades.</description></item><item><title>Temporal anti-aliasing (TAA)</title><link>https://vidar.games/posts/temporal-aa/</link><guid>https://vidar.games/posts/temporal-aa/</guid><pubDate>Sun, 08 Nov 2026 18:01:00 +0000</pubDate><description>Thin wires and a checker floor shimmer at 1 sample per pixel. TAA shifts the camera by under a pixel every frame and blends each frame with the last.</description></item><item><title>Dual-quaternion skinning</title><link>https://vidar.games/posts/dual-quaternion-skinning/</link><guid>https://vidar.games/posts/dual-quaternion-skinning/</guid><pubDate>Sun, 08 Nov 2026 15:30:00 +0000</pubDate><description>Same arm, same two bones, same weights. Left: linear blend skinning. Twist the forearm 180° and the joint pinches to nothing. Right: dual quaternion skinning. Volume holds at 99.9%.</description></item><item><title>Hi-Z occlusion and chunk culling</title><link>https://vidar.games/posts/hiz-chunk-culling/</link><guid>https://vidar.games/posts/hiz-chunk-culling/</guid><pubDate>Sun, 08 Nov 2026 13:02:00 +0000</pubDate><description>40,000 small objects in a city of grey blocks. Left draws everything inside the view: 12,364. Right tests chunks, then objects, against a Hi-Z depth pyramid: 1,953.</description></item><item><title>PCSS contact-hardening soft shadows</title><link>https://vidar.games/posts/pcss-soft-shadows/</link><guid>https://vidar.games/posts/pcss-soft-shadows/</guid><pubDate>Sun, 08 Nov 2026 00:00:00 +0000</pubDate><description>Real shadows are sharp where an object touches the ground and soft where it is far away. A single shadow-map test can&#x27;t do that. PCSS can, from the same shadow map.</description></item><item><title>Voxel cone tracing global illumination</title><link>https://vidar.games/posts/vxgi-cone-tracing/</link><guid>https://vidar.games/posts/vxgi-cone-tracing/</guid><pubDate>Sat, 07 Nov 2026 21:00:00 +0000</pubDate><description>One light moving through a closed room. Left of the line: direct light only. Right: voxel cone tracing adds the bounce, so the red and green walls tint the floor, ceiling and boxes.</description></item><item><title>Interior mapping</title><link>https://vidar.games/posts/interior-mapping/</link><guid>https://vidar.games/posts/interior-mapping/</guid><pubDate>Sat, 07 Nov 2026 18:00:00 +0000</pubDate><description>1,490 rooms in this city, and not one of them is geometry. Each window is a flat quad. Per pixel, a ray goes into an imagined box and picks floor, ceiling or wall.</description></item><item><title>Motion matching</title><link>https://vidar.games/posts/motion-matching/</link><guid>https://vidar.games/posts/motion-matching/</guid><pubDate>Sat, 07 Nov 2026 15:30:00 +0000</pubDate><description>Same stick input, same 5 minutes of mocap. Left: idle, walk and run clips with crossfades. Right: motion matching searches the whole take for the best next frame.</description></item><item><title>XeGTAO ambient occlusion</title><link>https://vidar.games/posts/xegtao/</link><guid>https://vidar.games/posts/xegtao/</guid><pubDate>Sat, 07 Nov 2026 13:01:00 +0000</pubDate><description>Same shot three times: no AO, a basic 16-sample SSAO, and Intel&#x27;s XeGTAO ported from HLSL to three.js.</description></item><item><title>Animated crowd instancing (VAT)</title><link>https://vidar.games/posts/animated-crowd-instancing/</link><guid>https://vidar.games/posts/animated-crowd-instancing/</guid><pubDate>Sat, 07 Nov 2026 00:00:00 +0000</pubDate><description>Left: 300 creatures, each its own skinned mesh and skeleton, 300 draw calls. Right: 5,000 of the same creature in 1 draw call, each wriggling on its own beat.</description></item><item><title>Dense-looking particles</title><link>https://vidar.games/posts/dense-particle-tricks/</link><guid>https://vidar.games/posts/dense-particle-tricks/</guid><pubDate>Fri, 06 Nov 2026 21:00:00 +0000</pubDate><description>Same 400 particles on both halves, same emitters, same motion. Left: plain round sprites. Right: six cheap tricks stacked, the kind PS2-era effects leaned on.</description></item><item><title>Wang-tile terrain</title><link>https://vidar.games/posts/wang-tile-terrain/</link><guid>https://vidar.games/posts/wang-tile-terrain/</guid><pubDate>Fri, 06 Nov 2026 18:00:00 +0000</pubDate><description>Same grass and water grid on both halves, 16 pixel tiles each. Left: each cell checks 4 neighbours. Right: 2-corner Wang tiles, so every corner gets a curved shore.</description></item><item><title>GPU particle shatter</title><link>https://vidar.games/posts/gpu-particle-shatter/</link><guid>https://vidar.games/posts/gpu-particle-shatter/</guid><pubDate>Fri, 06 Nov 2026 15:30:00 +0000</pubDate><description>One rendered frame of a room becomes 115,200 GPU particles. Left: the hit throws them through the floor. Right: a voxel grid built from the particles stops them, and they pile up.</description></item><item><title>Parkour momentum controller</title><link>https://vidar.games/posts/parkour-momentum/</link><guid>https://vidar.games/posts/parkour-momentum/</guid><pubDate>Fri, 06 Nov 2026 13:00:00 +0000</pubDate><description>Same rooftop course, same jump presses. Left: every move is its own state, and speed resets at each one. Right: speed carries through the vault, jump, landing and wall climb. Finish: 5.30 s vs 3.93 s.</description></item></channel></rss>
