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Chronic Procrastination



Everything burns eventually

Posted by speciesUnknown, 24 March 2010 · 179 views

I've made some progress since my last blag post. Here is a recent screen shot:



I've done a few thigns;

1) I've put vehicles back in. I took them out while I was refactoring my scene, but its good to be able to speed around and imagine what the finished product will be like.

2) I've added point lights to my render pipeline. These use the traditional...


Lights from a render list

Posted by speciesUnknown, 02 January 2010 · 222 views

Made some structural changes today to prepare my newly created lighting system for use with the scene.

I've got my system gathering spotlights from a render list and drawing as many as possible in a single pass; it performs quite well with around 50 lights per pass. This render list is gathered by the scene (ill detail my scene system in a later post) but...


Multiple passes, deferred lighting

Posted by speciesUnknown, 01 January 2010 · 234 views

I've now set up my multiple pass system, using g-buffers for lighting, this means I can render the first pass as a single quad, then use the g-buffers rendered at the same time to perform multiple, far cheaper lighting passes.

Here is a screen shot of the result:




I still dont have properly sorted translucent geometry, but at least its rendered as part...


g-buffers and ambient pass

Posted by speciesUnknown, 01 January 2010 · 174 views

I wasnt going to go with full blown deferred rendering, so only my lighting pass will be defferred. That is, the first pass (ambient light, sun light / shadow and light / shadow from one or more lightening flashes) will be rendered the old fashioned way; but at the same time as doing this pass, I will generate g-buffers for the second pass to make...


Spot lights and stuff

Posted by speciesUnknown, 20 December 2009 · 168 views

Today I expanded my shaders / architecture to support more than 1 light per render pass. Its my plan to implement a multipass, forward renderer with some use of seperate buffers. This is my plan for rendering things:

1) Render the geometry albedo with a single directional light w/ shadow map to represent illuminating objects in the sky. The ambient...


Starting again

Posted by speciesUnknown, 19 December 2009 · 143 views

Its been a while since I last made a journal post (over a year I think) mainly because development slowed considerably; also, ive been working on physics rather than graphics, until now, so there wasnt much to show.

Here, have some per pixel lighting:


However, people keep wanting to see screen shots, so ive decided to work on the renderer for a...


Change of plans

Posted by speciesUnknown, 06 February 2009 · 147 views

Change in plans


Well, after 3 weeks of working on work for uni, and making one of those rediculously long job applications, I've not done anything related to spawning characters.

Instead, I spent the last week making a GUI lib. This was a big change in plans, but the mood struck me, and I need a GUI of some kind eventually. Currently...


Factory pattern and such

Posted by speciesUnknown, 18 January 2009 · 188 views

So, did a few things of interest today:
wrote a system for loading keymappings from file. The number of config files my game will use is rapidly growing. the file looks like this:


KEYBOARD
w FORWARD
s BACK
a LEFT
d RIGHT
r RELOAD
e ACTION1
f ACTION2
1 WEAPON_1
2 WEAPON_2
3 WEAPON_3
4 ITEM_1
5 ITEM_2
6 ITEM_3
7 ITEM_4
8 ITEM_5
SHIFT SPRINT
C...






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