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Ep's tool-dev diary

4: Adsense

Hamster and the drone factory

In the game, transportation of goods is handled by little drones you can build/purchase at factories located across the map. You don't control these directly, so it'll require some pathfinding to get them around.
Because the map is too large to cover with a (dense enough) regular grid, I generate a Poisson field with points packed with a minimal distance...

Renderer bells & whistles ~ pt. 2

Hello. Finally some dynamic indirect lighting in the renderer! https://youtu.be/1qdyCkqwMPE  (this uses a single ambient light source (an environment map) only) It's fairly lo-res, but it's good for things like "walking through a dark cave" or "a giant spaceship hanging overhead". On the cpu side, I look for a diffuse occlusio...

Translucency maps

A while ago I fiddled a bit with an offline translucency technique as discussed here: http://www.gamedev.net/topic/653094-baking-a-local-thickness-map/ . Never officially made it part of the baking pipeline, even though it should only be a small extension - still just flip and ray test those normals. 
Though instead of averaging all samp...

Renderer bells and whistles

Hello again, 
Updated my lightmapper to bake full indirect diffuse as opposed to only an ambient occlusion term. It now also captures a viewpoint dependent occlusion mask that lets the environment cast a silhouette onto any reflective surfaces: 
Also added a 'bias & gain' option to the m...

Bokeh to the Future

Wasted an entire week trying to salvage this plan I had for a new depth of field shader. To up the performance, I came up with this really awkward mipmapping scheme, because for some reason I was convinced the weighted blending filter needed wasn't separable. A few minutes reconsidering this just now and it turns out a two pass method is perfect...