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Member Since 24 Oct 2012
Offline Last Active May 01 2015 08:12 AM

Posts I've Made

In Topic: Books and Tutorial Recommendation

28 March 2015 - 01:04 AM

Avoid anything that uses the old fixed-function pipeline (glBegin, glVertex, glMatrix, glLight*) and begin with a modern (OpenGL 3.2 or 3.3) tutorial like:




In Topic: Efficient way to check which lights belong to which meshes?

24 March 2015 - 08:55 AM

You could use a Forward+ renderer and cull lights in a compute shader to get a list of lights for each screen-space tile.

In Topic: How 3D engines were made in the 80's and 90's without using any graph...

19 March 2015 - 01:56 AM

Back in the day I learned software rasterization and engine coding from this tutorial: 3DICA

In Topic: What are your opinions on DX12/Vulkan/Mantle?

10 March 2015 - 03:54 AM

Slightly off-topic, but I'm starting a new engine before Vulkan or D3D12 are released. Any pointers on how I can prepare my rendering pipeline architecture so that when they are released, I can use them efficiently? I'm planning to start with D3D11 and OpenGL 4.5.

In Topic: Simple Alternative to Clustered Shading for Thousands of Lights

24 February 2015 - 03:09 AM

Very interesting, I'll try implementing this in a few weeks.