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Alan Stagner (Jet Fist Games)
Freelance General Developer - Programmer
39 Followers
Projects
Sega Megadrive/32X Sandbox
Alan Stagner (Jet Fist Games)
Jul 7, 2017 10:45 AM
A testbed involving various techniques on the Sega 32X addon for the Genesis/MegaDrive. A demo in which I showcase a little Sega 32X testbed I've been tinkering with. This demo shows off: - Communicating with the base MegaDrive...
Sega Megadrive/32X Sandbox
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Fast Volumetric Cloud Rendering
Alan Stagner (Jet Fist Games)
May 21, 2017 3:50 PM
A project to implement fast and convincing volumetric clouds, in addition to a fully dynamic weather system. Based on the work of the Horizon Zero Dawn team, I wanted to implement convincing and dynamic real-time clouds to Unity...
Fast Volumetric Cloud Rendering
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Custom Programming Language & Sega CD Demo
Alan Stagner (Jet Fist Games)
Jan 16, 2017 3:40 PM
A demo of using a custom programming language I created - KLD - to create a demo for the Sega MegaDrive & SegaCD used in Mode 1 Type 2. KLD was originally designed as a language to teach myself how to write a Pratt Parser (if...
Custom Programming Language & Sega CD Demo
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Faked Volumetric Particle Lighting
Alan Stagner (Jet Fist Games)
Dec 9, 2016 11:19 AM
Faking volumetric particle self-shadowing using a single flat 64x64 ARGBFloat render target. The basic idea is this: given a single ray through a material, we can easily encode the point where the ray enters the material, the...
Faked Volumetric Particle Lighting
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Custom Deferred Material Shading
Alan Stagner (Jet Fist Games)
Dec 8, 2016 3:50 PM
A project to extend Unity's existing deferred renderer with multiple material BRDFs. I modified the gbuffer layout and shading system to internally use metalness instead of specular, freeing up to two color channels for extra...
Custom Deferred Material Shading
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Fast Subsurface Scattering Approximation
Alan Stagner (Jet Fist Games)
Dec 7, 2016 7:44 PM
A fast sub-surface scattering approximation implemented in Unity's deferred rendering pipeline, based on a tech presentation by DICE.
Fast Subsurface Scattering Approximation
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