in::flux by Ümlaüt Design [web]
. in::flux . ümlaüt design . experience 2019 So as you may have noticed this little intro is barely above a minute long, and there's multiple reasons for that. First, after PILEDRIVER, I needed something that wasn't taking months and a ton of resources and 5 minutes and new content every 200 milliseconds. Making something that's a single scene that lasts only a minute felt like a perfect antithesis for that. Second, after finally sunsetting my DX9 engine, it was the obvious step to start learning DX11 and I decided a small-ish project that doesn't really try to push all the boundaries would work well to get accommodated to the API. This turned out to be a great idea: this is my first DX11 prod, and I got to wrap up a tiny new little framework around it! I even got to use compute shaders for most of the postproc! Whee! (I might even opensource this but let's cross that bridge when we get there.) (Also, third, I started way too late but let's not talk about that.) It's funny how the process changed though once I knew what I wanted to do. What started to intrigue me is whether it's possible to do something that's almost comically short and yet feels complete and alive; there's a tendency for prods to be too short or too long, or visibly running out of ideas, so I wondered: Can you introduce, build and peak a scene in a minute without it feeling too short? Apparently you can! Think of it as if it were a 4kgfx, but with music. Special thanks to Timothy Lottes for FXAA and Bola for inspiration. Hugs, Garg 2019.11.30 www.umlaut.hu (Heating got fixed 2 weeks ago, btw.) 2019.12.23 update: I included an Oculus VR version because I thought it'd be fun. Not the greatest VR experience, but it's enjoyable. 2020.02.08 update: OpenVR version now included too.
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