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index.html
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<!DOCTYPE html>
<html lang="en-us">
<head>
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<meta name="twitter:card" content="summary"/>
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<meta name="twitter:title" content="Víctor Ávila"/>
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<h3 class="nav-title">Menu</h3>
<a href="#" class="nav-close">
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<ul>
<h3>avilapa</h3>
<li class="nav-opened" role="presentation">
<a href="https://avilapa.github.io/about">About Me</a>
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<a href="https://avilapa.github.io/portfolio">Portfolio</a>
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<a href="https://avilapa.github.io/resume/resume_cv.pdf">Resume</a>
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<a href="https://avilapa.github.io/">Blog</a>
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<h3>Projects</h3>
<li class="nav-opened" role="presentation">
<a href="https://avilapa.github.io/fuel-renegades">Fuel Renegades</a>
</li>
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<a href="https://avilapa.github.io/render-engine">Custom Engine</a>
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<a href="https://avilapa.github.io/vxt-raytracer">vxt Raytracer</a>
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<a href="https://avilapa.github.io/vxr-engine">vxr Engine</a>
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<a class="blog-logo" href="https://avilapa.github.io/"><img src="https://avilapa.github.io/images/logo-large.png" alt="Blog Logo" /></a>
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<h1 class="page-title">Víctor Ávila</h1>
<h2 class="page-description">Games programmer and computer graphics enthusiast</h2>
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<span class="page-number">Page 1 of 1</span>
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<article class="post post">
<header class="post-header">
<h2 class="post-title"><a href="https://avilapa.github.io/post/framerate-independent-physics-in-ue4/">Framerate independent physics in UE4</a></h2>
</header>
<section class="post-excerpt">
<p>If you are building a physics based game/application and you have plans of it running in a wide range of computers, you need to fix your physics timestep. Index Understanding the problem Solving the problem Configuring substepping Setting up substepping in code Handling substep physics Understanding the problem Your game may be running fine at 120 fps in your computer, but lower-end computers out there waiting for your game to come out may not be able to even reach 60 fps. <a class="read-more" href="https://avilapa.github.io/post/framerate-independent-physics-in-ue4/">»</a></p>
</section>
<footer class="post-meta">
<img class="author-thumb" src="https://avilapa.github.io/images/logo-large.png" alt="Author image" nopin="nopin" />
Víctor Ávila Parcet
on
<a href="https://avilapa.github.io//tags/fuel-renegades/">#fuel-renegades</a>,
<a href="https://avilapa.github.io//tags/framerate/">#framerate</a>,
<a href="https://avilapa.github.io//tags/physics/">#physics</a>,
<a href="https://avilapa.github.io//tags/ue4/">#ue4</a>,
<a href="https://avilapa.github.io//tags/substepping/">#substepping</a>,
<time class="post-date" datetime="2018-06-01T00:00:00Z">
1 Jun 2018
</time>
</footer>
</article>
<article class="post post">
<header class="post-header">
<h2 class="post-title"><a href="https://avilapa.github.io/post/custom-engine-pbr/">Custom Engine: Physically Based Rendering</a></h2>
</header>
<section class="post-excerpt">
<p>Index Background Physically Based Rendering Introduction Physically Based Shading Image Based Lighting Merging Atmospheric Scattering Rayleigh Scattering Mie Scattering Phase Functions References Background Physically Based Rendering is not a technique, but a collection of graphics techniques aiming to achieve results as close as possible to the physical world. This means that these techniques are highly based on real world physics light behaviour formulas. <a class="read-more" href="https://avilapa.github.io/post/custom-engine-pbr/">»</a></p>
</section>
<footer class="post-meta">
<img class="author-thumb" src="https://avilapa.github.io/images/logo-large.png" alt="Author image" nopin="nopin" />
Víctor Ávila Parcet
on
<a href="https://avilapa.github.io//tags/custom-engine/">#custom-engine</a>,
<a href="https://avilapa.github.io//tags/pbr/">#pbr</a>,
<a href="https://avilapa.github.io//tags/opengl/">#opengl</a>,
<a href="https://avilapa.github.io//tags/c++/">#c++</a>,
<a href="https://avilapa.github.io//tags/atmospheric-scattering/">#atmospheric-scattering</a>,
<time class="post-date" datetime="2018-05-27T00:00:00Z">
27 May 2018
</time>
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<footer class="site-footer clearfix">
<section class="copyright"><a href="">Víctor Ávila</a> All rights reserved - 2018</section>
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