mbk

MobileKit for iOS & Android

Taking a picture from your camera to apply on a Material or sharing your best score with a screenshot of your game are certainly common features many developers want to handle quickly and easily.

esperv3

PBR EsperV3 with ThreeJS

I ported one of my BR9732 props to ThreeJS. I was curious about their PBS Standard Material and it is very promising.

social

WebGL Point Cloud Sandbox

UPDATE – 08 NOVEMBER 2016 I got some time to optimize my native WebGL FBO engine and turn a few parameters into UI controls.

floor01

Away3D to ThreeJS

I finally found some time to port one of my full SWF 3D website made in 2011 into new web standards. The result is interesting because it run on mobile and it was not the case back in 2011. The website is not completed here, I’m too lazy to do it twice. I just need to build

u31_2

U31 Odysseus

Here are some screenshots of an underground work in progress:  Ulysse 31 famous ship, the Odysseus.

screen03-1024x576

Blade Runner 9732

UPDATE 12-04-2015 A dedicated page is now available at BR9732.COM

marchingcube

Fluids through Marching Cube algorithm

Lots of metaballs can be heavy for a CPU process. I absolutely wanted to implement a compute shader approach of it … to see what are the possibilities in Unity to get a real-time fluid effect.

blackhole

Black Hole 0.1

I’m still working on gravity, adjusting some velocities, masses, distances and timescale to get realistic behaviors. Here you can see how it’s running in real-time in Unity. There is a little frame drop due to video recording but the output is still OK. My graphic card is a Nvidia GTX 590 with 1024 CUDA cores.

smi

GPU SkinnedMesh Instancing

Have you ever tried to instantiate thousands of animated skinned meshes in a Unity Scene? Even with GPU Skinning enabled (quite obscure feature in Unity) and baked skinned meshes (thanks to MeshBaker but it does not support many skin animations), the Animation Class on every instance is consuming all your CPU resources.

supernova1

SuperNova 0.1

I was already fascinated by the power of stars when I was a little boy. With Computer Graphics technology, I can now simulate at home what I always wanted to see and to play with.