<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link rel="hub" href="http://tumblr.superfeedr.com/" xmlns:atom="http://www.w3.org/2005/Atom"/><description>Chris is a:

Programmer
3D Modeler 
Game Designer

Chris can do:

C# , C++ , Java , HLSL , CG , GLSL , Python ,  Actionscript , JavaScript , XML

Unity

3ds Max , Maya , Houdini

Photoshop , Flash , AfterEffects , Premier Pro</description><title>Chris Webb</title><generator>Tumblr (3.0; @christopher-webb)</generator><link>http://christopher-webb.net/</link><item><title>I added a a few post processes to the visualizer</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_m3u9sn5dox1qm5ai4o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;I added a a few post processes to the visualizer&lt;/p&gt;</description><link>http://christopher-webb.net/post/22823760618</link><guid>http://christopher-webb.net/post/22823760618</guid><pubDate>Thu, 10 May 2012 23:31:00 -0400</pubDate><category>particles</category><category>visualizer</category><category>music</category><category>lights</category><category>color</category></item><item><title>Dynamic Particle system + Music Visualizing </title><description>&lt;iframe src="http://player.vimeo.com/video/41857957" width="400" height="300" frameborder="0"&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Dynamic Particle system + Music Visualizing &lt;/p&gt;</description><link>http://christopher-webb.net/post/22782018502</link><guid>http://christopher-webb.net/post/22782018502</guid><pubDate>Thu, 10 May 2012 11:46:22 -0400</pubDate></item><item><title>An extremely fast, randomly generated,...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_m3pp94e14a1qm5ai4o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;An extremely fast, randomly generated, animated vegetation system I created. The picture shown has 250 sprites of grass per triangle of terrain and runs very smoothly.&lt;/p&gt;</description><link>http://christopher-webb.net/post/22655980728</link><guid>http://christopher-webb.net/post/22655980728</guid><pubDate>Tue, 08 May 2012 12:17:28 -0400</pubDate></item><item><title>A Dynamic particle system I wrote to replace the Unity Engines...</title><description>&lt;iframe src="http://player.vimeo.com/video/41604441" width="400" height="300" frameborder="0"&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;A Dynamic particle system I wrote to replace the Unity Engines current one.&lt;/p&gt;</description><link>http://christopher-webb.net/post/22440687766</link><guid>http://christopher-webb.net/post/22440687766</guid><pubDate>Sat, 05 May 2012 07:56:00 -0400</pubDate></item><item><title>So I spent an hour or two testing a method of faked radiosity I...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_m3ejww5e4n1qm5ai4o1_r1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;So I spent an hour or two testing a method of faked radiosity I thought of. Its not too pretty at the moment, but its incredibly fast, and is not screen space, meaning that it can get reflected light from objects not rendered by the main camera. It should be pretty nice once I work on cleaning it up, but at least the concept works&lt;/p&gt;</description><link>http://christopher-webb.net/post/22258339720</link><guid>http://christopher-webb.net/post/22258339720</guid><pubDate>Wed, 02 May 2012 11:48:00 -0400</pubDate></item><item><title>Chromatic Aberration</title><description>&lt;p&gt;So I added a bit to my Chromatic Aberration Shader. Here, enjoy&lt;br/&gt;&lt;br/&gt;&lt;a href="http://pastebin.com/3ZKbhaQx"&gt;&lt;a href="http://pastebin.com/3ZKbhaQx"&gt;http://pastebin.com/3ZKbhaQx&lt;/a&gt;&lt;/a&gt;&lt;/p&gt;</description><link>http://christopher-webb.net/post/22251415403</link><guid>http://christopher-webb.net/post/22251415403</guid><pubDate>Wed, 02 May 2012 07:50:00 -0400</pubDate></item><item><title>So I wrote a python script in Maya to “voxelize”...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_m2mmnxigiu1qm5ai4o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;So I wrote a python script in Maya to “voxelize” meshes, so that they can be exported directly into the Unity engine. The objects that are created can easily have rigidbody physics applied to allow them to be destroyed.&lt;/p&gt;</description><link>http://christopher-webb.net/post/21267268443</link><guid>http://christopher-webb.net/post/21267268443</guid><pubDate>Tue, 17 Apr 2012 09:55:09 -0400</pubDate></item><item><title>Comparison between scenes rendered without albedo textures, with...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_m2fe37Gil31qm5ai4o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Comparison between scenes rendered without albedo textures, with and without radiosity&lt;/p&gt;</description><link>http://christopher-webb.net/post/21027687648</link><guid>http://christopher-webb.net/post/21027687648</guid><pubDate>Fri, 13 Apr 2012 12:06:43 -0400</pubDate></item><item><title>A comparison between scenes using no, medium and high radiosity(...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_m2fd0oLBv71qm5ai4o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;A comparison between scenes using no, medium and high radiosity( instant radiosity ). Notice the bleeding of colours caused by the colored flags on the walls, and the spreading of light through the hallway. For a single light, using deferred shading, performance is somewhat acceptable.&lt;/p&gt;</description><link>http://christopher-webb.net/post/21026795711</link><guid>http://christopher-webb.net/post/21026795711</guid><pubDate>Fri, 13 Apr 2012 11:43:00 -0400</pubDate></item><item><title>Several improvements and somewhat cleaner SSAO</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_m29g2eblam1qm5ai4o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Several improvements and somewhat cleaner SSAO&lt;/p&gt;</description><link>http://christopher-webb.net/post/20836911396</link><guid>http://christopher-webb.net/post/20836911396</guid><pubDate>Tue, 10 Apr 2012 07:03:50 -0400</pubDate></item><item><title>So I chained up a great deal of post processes I wrote, in...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_m282kaTxtJ1qm5ai4o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;So I chained up a great deal of post processes I wrote, in attempt to render the scene as photo realistically as possible, while still maintaining an acceptable render time. I really love the result.&lt;/p&gt;</description><link>http://christopher-webb.net/post/20785652327</link><guid>http://christopher-webb.net/post/20785652327</guid><pubDate>Mon, 09 Apr 2012 13:14:33 -0400</pubDate></item><item><title>I made an extremely customizable chromatic aberration post...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_m27d1qV0x51qm5ai4o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;span&gt;I made an extremely customizable chromatic aberration post process to simulate an old camera. I really really love the effect, when combined with a sublte fish eye post process.&lt;/span&gt;&lt;/p&gt;</description><link>http://christopher-webb.net/post/20769420515</link><guid>http://christopher-webb.net/post/20769420515</guid><pubDate>Mon, 09 Apr 2012 04:03:26 -0400</pubDate></item><item><title>So I went back and added SSAA and the new FXAA to my deferred...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_m23ftuaQUT1qm5ai4o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;So I went back and added SSAA and the new FXAA to my deferred renderer. FXAA still is not really that great, and edges end up a bit of a blurry mess, but it is god damn fast. I guess that’s something I have to live with having gone down the deferred shading path.&lt;/p&gt;</description><link>http://christopher-webb.net/post/20636578185</link><guid>http://christopher-webb.net/post/20636578185</guid><pubDate>Sat, 07 Apr 2012 01:13:06 -0400</pubDate></item><item><title>I&amp;#8217;m working on a game called &amp;#8220;Sweet Dreams&amp;#8221;. Think of amnesia meets toy story. Its...</title><description>&lt;p&gt;I&amp;#8217;m working on a game called &amp;#8220;Sweet Dreams&amp;#8221;. Think of amnesia meets toy story. Its currently in early pre-production, so theres not really much to see at the moment, but heres the blog.&lt;br/&gt;&lt;br/&gt;&lt;a href="http://gamesproject.tumblr.com/"&gt;&lt;a href="http://gamesproject.tumblr.com/"&gt;http://gamesproject.tumblr.com/&lt;/a&gt;&lt;/a&gt;  &lt;/p&gt;</description><link>http://christopher-webb.net/post/19890899458</link><guid>http://christopher-webb.net/post/19890899458</guid><pubDate>Sun, 25 Mar 2012 09:37:43 -0400</pubDate></item><item><title>So I wrote a little system that allows the bending of space, and...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_m0v0nsrOTB1qm5ai4o1_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://24.media.tumblr.com/tumblr_m0v0nsrOTB1qm5ai4o2_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;p&gt;So I wrote a little system that allows the bending of space, and time around objects. It is different to usual methods in that it doesn’t rely solely on vertex shaders for deformation, and as a result, the bent objects react properly with physx.&lt;/p&gt;</description><link>http://christopher-webb.net/post/19279591405</link><guid>http://christopher-webb.net/post/19279591405</guid><pubDate>Wed, 14 Mar 2012 01:31:04 -0400</pubDate><category>physics</category><category>physx</category><category>videogames</category><category>gamedev</category></item><item><title>So I created my own theme for the Processing IDE, and syntax...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lzhphrmziX1qm5ai4o1_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://24.media.tumblr.com/tumblr_lzhphrmziX1qm5ai4o2_r1_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;p&gt;So I created my own theme for the Processing IDE, and syntax highlighting scheme for various IDEs I use ( VS, Mono, XCode, Processing ) which I am actually in love with. Its essentially a dark version of the Visual studio theme, with more pastel colours. I’m surprised at how much better it feels to use a darker environmental, which I guess explains the switch by maya/3ds Max/unity to dark environments.&lt;/p&gt;</description><link>http://christopher-webb.net/post/17711076577</link><guid>http://christopher-webb.net/post/17711076577</guid><pubDate>Thu, 16 Feb 2012 09:27:00 -0500</pubDate></item><item><title>Photo</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lu86hlPZz81qm5ai4o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;</description><link>http://christopher-webb.net/post/12407710178</link><guid>http://christopher-webb.net/post/12407710178</guid><pubDate>Sun, 06 Nov 2011 01:10:33 -0400</pubDate></item><item><title>A few screenshots from a game I have been working on over the...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lu86a5TELh1qm5ai4o9_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://25.media.tumblr.com/tumblr_lu86a5TELh1qm5ai4o1_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://24.media.tumblr.com/tumblr_lu86a5TELh1qm5ai4o2_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://25.media.tumblr.com/tumblr_lu86a5TELh1qm5ai4o3_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://24.media.tumblr.com/tumblr_lu86a5TELh1qm5ai4o4_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://25.media.tumblr.com/tumblr_lu86a5TELh1qm5ai4o5_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://24.media.tumblr.com/tumblr_lu86a5TELh1qm5ai4o6_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://24.media.tumblr.com/tumblr_lu86a5TELh1qm5ai4o7_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://25.media.tumblr.com/tumblr_lu86a5TELh1qm5ai4o8_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;img src="http://24.media.tumblr.com/tumblr_lu86a5TELh1qm5ai4o10_500.png"/&gt;&lt;br/&gt; &lt;br/&gt;&lt;p&gt;A few screenshots from a game I have been working on over the last 5 or so weeks. Its a stealth/infiltration style game, similar to metal gear solid or deus ex.&lt;/p&gt;</description><link>http://christopher-webb.net/post/12407606993</link><guid>http://christopher-webb.net/post/12407606993</guid><pubDate>Sun, 06 Nov 2011 01:06:04 -0400</pubDate></item><item><title>Fab 48 hour</title><description>&lt;a href="http://arstechnica.com/gaming/news/2011/10/i-think-theyre-mad-inside-the-48-hour-battle-to-build-the-best-video-game.ars"&gt;Fab 48 hour&lt;/a&gt;: &lt;p&gt;A great article about the competition I was in recently. I was with the team “Well Placed Cactus”. It was extremely fun. (And as can be read, our ideas were fueled by beer and lack of sleep haha)&lt;/p&gt;</description><link>http://christopher-webb.net/post/11651819072</link><guid>http://christopher-webb.net/post/11651819072</guid><pubDate>Wed, 19 Oct 2011 09:08:00 -0400</pubDate></item><item><title>A volumetric light shader I was working on a while ago. Ive...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lt7pvtT5zp1qm5ai4o1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;A volumetric light shader I was working on a while ago. Ive improved it in terms of speed and appearance since.&lt;/p&gt;</description><link>http://christopher-webb.net/post/11570078195</link><guid>http://christopher-webb.net/post/11570078195</guid><pubDate>Mon, 17 Oct 2011 09:38:00 -0400</pubDate><category>HLSL</category><category>CSharp</category></item></channel></rss>

