peng-zhihui/kinomotion — explained in plain English
Analysis updated 2026-07-17 · repo last pushed 2017-09-22
Add cinematic motion blur to a racing game so fast-moving cars feel like they're really speeding
Apply motion blur as a post-processing effect on an existing Unity project without changing the underlying scene
Make camera pans in an action game or animated film feel smoother and more natural
| peng-zhihui/kinomotion | iammrmikeman/mt5ea-forextrading | pedro-quiterio/poeancientspricehelper | |
|---|---|---|---|
| Stars | 49 | 50 | 48 |
| Language | C# | C# | C# |
| Last pushed | 2017-09-22 | — | — |
| Maintenance | Dormant | — | — |
| Setup difficulty | easy | easy | easy |
| Complexity | 2/5 | 1/5 | 2/5 |
| Audience | developer | general | general |
Figures from each repo's GitHub metadata at analysis time.
Requires GPU support for the RGHalf texture format, many mobile devices don't support it.
A Unity post-processing effect that adds realistic motion blur to fast-moving objects and camera pans, making action feel cinematic instead of jerky.
Mainly C#. The stack also includes Unity, C#.
Dormant — no commits in 2+ years (last push 2017-09-22).
Setup difficulty is rated easy, with roughly 30min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
Verify against the repo before relying on details.