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NVIDIA Research Shows Interactive Texture Painting with Gen AI at SIGGRAPH Asia Real-Time Live

Nvidia

If you missed the live show, see the prerecorded version of this demo. In this new demo, inspirational images of any real-world textures can be turned into AI brushes that artists can use for painting in 3D. It enables the interactive addition of local details with infinite texture variations and realistic transitions.

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Accelerated Data Analytics: A Guide to Data Visualization with RAPIDS

Nvidia

Especially when working with large datasets, interaction can be difficult as render and compute times become prohibitive. Visualization compute and render times are brought down to interactive speeds, unblocking the discovery process. You can use it by itself to render a variety of precise and high-density chart types.

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D20 RPG – Combatants

The Liquid Fire

We will also provide a tile based room for them to fight in. SetLayerOrder can be used to make sure that the various sprite renderers will appear in the correct order. I want the combatants that are lower on the tile map to appear above the combatants higher on the tile map so that they appear closer.

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D20 RPG – Board

The Liquid Fire

A lot of people asked about making 2D maps and how to use different types of tiles like water vs dirt. For this lesson I created a couple of simple images to use for tile maps. This asset will be sort of abstract data, and can be “skinned” with specific tiles at a later point. They are available in this package here.

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D20 RPG – Pathfinding

The Liquid Fire

In that project, we had some unique challenges thanks to a non-square board where tiles were optional. In addition we had to consider tile heights – and whether or not a unit could jump as high as needed. In contrast, the pathfinding in this lesson will be for a 2D square board with no missing tiles.

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D20 RPG – Enemy Pathfinding

The Liquid Fire

Although I imagine that for the most part the player will only be controlling medium sized units (which occupy a single tile), I also want to make A.I. Even worse is that our current iteration of the pathfinder does not include blocked tiles in its path map, so as it is now, I can’t see a path to an opponent.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. Auto-tiling in tile maps.

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