Fake refraction with nodes in realtime- by John Hamilton

The past days I saw an interesting tutorial about faking refractions with nodes in the BGE, I found this tutorial so amazing that I decided to get into node editor more frequently.

So.. I tried out the tutorial and I modified a little some settings and so on, and this was my result.

And here a very simple test, but this time with some real time reflection map using the same technique to achieve the reflection distorted, but the water effect isn’t so good.

And as I said.. this was my first time using the nodes (yes.. shame on me) but I gonna use it more, for sure.

Here is a creen capture of the node group, just in case you need it! if this is your first time with nodes, maybe this would help, I gess :)


And here is the blend file

Thanks to John Hamilton for the tutorial :)

Read about the tutorial here:


Unity – Skill game | An old game project

This is a very old game project we did almost 8 years ago! (time flies…) and I’m gonna put here again just in game some of my new visitors do not know about it, but first some history about this project!

This game is based in a real 3d puzzle made of soft plastic, and the main goal is to make a cube out of this little pieces, as shown in the image below:


For this game demo we decided to use Blender 2.41x (no official version) just because the official version didn’t work, as strange it sounds.

Three person worked in this project (including me) in our spare time, wich was a lot of time! and we really enjoy the process, we tried to do it in the best way possible.

Here is a friend of mine (Mondragon) working in the tutorial wich is inside the game. Notice the old “big screen” and bulky monitors!

And here another friend (Marco) working on another game.

This is the video we did for as a part for a contest entry:

And here some screenshots:


Did I mention that it was part of a contest? well, we had to send the game as if it was some commercial product, with some docs and help inside

Here with the CD cases

And we got the third place! not bad for our first time in a game contest, I gess..

We also did our postmortem, wich you can see here (in spanish)

And here is the link to download the game demo. I’ve just tested the game in my actual PC and noticed that one of my 8 cores was working almost 100% with this, don’t know why.

And that all, just to remember a little :)
Thanks for reading this!

Heat 2D Vision

From the author Smoking_mirror in BlenderArtist:

“It’s not real heat vision, you have to add a lamp to illuminate the scene when you turn it on if the scene is dark, but it simulates the heat map style coloration of thermographic vision. You can combine it with other filters such as noise or blur to get a more interesting effect. I tried using depthTexture to get a true “seeing in the dark” type filter but the depth texture doesn’t pick up textures, transparent objects etc… so it wasn’t a good effect.”

Predatos Style View

here’s the GLSL code:

uniform sampler2D bgl_RenderedTexture;

const float vignette_size = 0.4;
const float tolerance = 0.2;

void main(void)
    vec4 col_value = texture2D(bgl_RenderedTexture, gl_TexCoord[0].st);
    float col_avg = (col_value[0] + col_value[1] + col_value[2]) * 0.333;
    float ratio = 2.0 * col_avg;
    float b = max(0.0, (1.0 - ratio));
    float r = max(0.0, (ratio - 1.0));
    float g = 1.0 - r - b;
    vec4 color_vision = vec4(r,g,b,1.0);
    vec2 deltaTexCoord = gl_TexCoord[0].st - vec2(0.5);
    vec2 powers = pow(deltaTexCoord,2.0);   
    float radiusSqrd = pow(vignette_size,2.0);    
    float gradient = smoothstep(radiusSqrd-tolerance, radiusSqrd+tolerance, powers.x+powers.y*0.3);

    gl_FragColor = mix(color_vision, vec4(1.0,0.0,0.0,1.0), gradient);
    gl_FragColor.a = 1.0;

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