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Josh Vega

Member Since 04 Jun 2011
Offline Last Active Today, 08:02 AM

Posts I've Made

In Topic: Nvidia GI Hardware Support

24 September 2014 - 05:56 PM

  

Actually, they are using Voxel Global Illumination (VXGI) which seems to be very similar to Sparse Voxel Octree Global Illumination (SVOGI) which was first published by Cyril Crassin of NVIDIA in 2011.

 

From the NVIDIA page on the technology behind VXGI:

 

In 2011, NVIDIA engineers developed and demonstrated an innovative new approach to computing a fast, approximate form of global illumination dynamically in real time on the GPU. This new GI technology uses a voxel grid to store scene and lighting information, and a novel voxel cone tracing process to gather indirect lighting from the voxel grid. NVIDIA’s Cyril Crassin describes the technique in his paper on the topic and a video from GTC 2012 is available here. Epic’s ‘Elemental’ Unreal Engine 4 tech demo from 2012 used a similar technique.Since that time, NVIDIA has been working on the next generation of this technology—VXGI—that combines new software algorithms and special hardware acceleration in the Maxwell architecture.

 

 

VXGI is not a Direct3D 12 specific feature, in fact, SVOGI it was first implemented in OpenGL 4.x and Direct3D 11. Though the technology has (mostly) been available for years, NVIDIA's Maxwell graphics architecture is the first of its kind to have "built-in" support for the technology.


In Topic: Less Constricting 3D Engine with "Low Level" Code Access

15 May 2014 - 11:18 AM

I'm actually working with UE4 on my current project and I've had a great experience with it so far. With that said, I don't think it'll fit you well with you based on your OP.

 

UE4 is built more as an all-inclusive framework that you game is built on top of rather than a library that is built into your game. So for you it'll seem just like Unity where they require you to use their style of framework; this is the exact same approach UE4 takes. Also, although UE4 has the source available to subscribers, it is by no means minimalistic as all the core components of the engine are rather tightly knit together. Lastly, if you found Unity's GUI system painful, then you will find UE4's Slate system even more painful. The only way to get a "good" UI system into UE4 is essentially what would need to be done with Unity which is purchase a 3rd-party GUI framework (Scaleform and Coherent UI are the two big ones for UE4 thus far).

 

I'm not saying UE4 is a bad engine (heck I use it myself), but I'm just saying that it's not going to fit your needs/wants.


In Topic: The next Unreal Tournament is going to be a free, open-source game made in UE...

08 May 2014 - 03:13 PM

If you were ever interested in how these big AAA engines worked its well worth it to subscribe for 1 month just to get access to that. There isn't a minimum commitment like Unity so u can cancel at anytime i beleive.

 

In order to contribute to UT, you'll need to stay on with a subscription or you will lose access to the UT GitHub repository.


In Topic: Switching between languages/API

23 April 2014 - 08:05 PM

I regularly switch between several languages and APIs. For the languages I use the most (C, C++, C#, Java, JavaScript, PHP, Python, and Haskell) I have a quick reference sheet that has some of the common techniques and styles that are specific or noteworthy to that language. For APIs, I also have references for some of my more commonly used methods or classes in some of my regularly used APIs. I also have at least 1 book for each language or API (if there is a book for it) nearby so I can pull it out and use it if my quick reference sheet doesn't provide enough detail.

 

I also like to comment my code regularly, especially when using 3rd-party libraries.

 

Plus there's always the internet and I have a bookmarks folder for all the reference pages for just about every API I use regularly.


In Topic: What programming skills for Unreal 4

27 March 2014 - 10:08 AM


Shaders will likely be in HLSL or CG.

 

The shaders seem to be written in HLSL using the internal Material Editor. The HLSL is compressed so you cannot access it from the file system (you must use the Show HLSL option in the Material Editor). The HLSL is converted to GLSL when packaging for the OpenGL rendering target (or when running on OS X). This is the same way it was done in UE3/UDK.


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