• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
  • entries
    26
  • comments
    21
  • views
    25956

Lights from a render list

Sign in to follow this  
Followers 0
speciesUnknown

544 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 atm the lighting is only debug data.






My light manager is capable of taking lights from a render list, batching them up into uniforms, and rendering as many as possible with a single pass. This will cut down on the number of fullscreen quads to be rendered. Fillrate is my primary bottleneck right now. I've seen methods which render the AABB of a light system as some kind of volume on screen, which conveniently means projecting it and reducing the number of fragments to render by orders of magnitude, this will likely be a good option.

void LightManager::startList(RenderList3D& source){
current_position = source.light_begin(), last_position = source.light_end();
}

LightManager::Step LightManager::stepList(int shader_program)
{
static SpotLight dummy_light;
dummy_light.setOn(true);

static std::vector<float> pos(3 * available_spotlights);
static std::vector<float> dir(3 * available_spotlights);
static std::vector<float> colour(3 * available_spotlights);
static std::vector<float> radius(available_spotlights);
static std::vector<float> cosAngle(available_spotlights);

for(int i = 0; i < available_spotlights; i++)
{
SpotLight * l;

if(current_position != last_position)
{ // apply each light in turn
l = ( current_position->light );
current_position++;
}
else
{ // fill the remainder of the list with dummy lights
l = &dummy_light;
}

pos[3 * i + 0] = l->pos[0];
pos[3 * i + 1] = l->pos[1];
pos[3 * i + 2] = l->pos[2];

dir[3 * i + 0] = l->dir[0];
dir[3 * i + 1] = l->dir[1];
dir[3 * i + 2] = l->dir[2];

colour[3 * i + 0] = l->rgb[0];
colour[3 * i + 1] = l->rgb[1];
colour[3 * i + 2] = l->rgb[2];

cosAngle = cos(l->angle * 0.0174532925f);

radius = l->on ? l->radius : 1e-1f;
}

GLint location = glGetUniformLocation(shader_program, "uLightPos");
if(location != -1)
glUniform3fv(location, available_spotlights, &pos[0]);

location = glGetUniformLocation(shader_program, "uLightDir");
if(location != -1)
glUniform3fv(location, available_spotlights, &dir[0]);

location = glGetUniformLocation(shader_program, "uLightColour");
if(location != -1)
glUniform3fv(location, available_spotlights, &colour[0]);

location = glGetUniformLocation(shader_program, "uLightRadius");
if(location != -1)
glUniform1fv(location, available_spotlights, &radius[0]);

location = glGetUniformLocation(shader_program, "uLightCosAngle");
if(location != -1)
glUniform1fv(location, available_spotlights, &cosAngle[0]);

if(current_position != last_position)
{ // we are still iterating our spotlights
return SPOTLIGHTS;
}
else
{ // we have reached the end of the list
return FINISHED;
}
}



My next step is to work the way lights are gathered into the scene itself, I've created various code paths for lights in the scene but not integrated this with my 3d editor.
that: add point lights to the system.

0
Sign in to follow this  
Followers 0


0 Comments


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now