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      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.
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New journal!

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this is my new journal to document the progress of the path tracer I'm currently working on. It has no name currently, so it's currently called MPPT (stands for Massively Parallel Path Tracing) because I designed a (basic) network protocol to work with it which allows remote computers to grab work units (small parts of a specific render) from a server and send back the results, so that rendering goes faster.

It is coded in Free Pascal (and as such, is inherently cross-platform). See my Gallery for some renders. Note that this path tracer is not intended for real-time use but rather for photorealistic rendering, so it should be regarded as such.

Current features (as of the writing of this entry):
- unidirectional unbiased path tracing
- generic primitive support (currently has sphere, plane, triangle and a limited form of cylinder)
- generic material support (currently has diffuse, specular, glossy, dieletric refractive, and metal)
- only area lights are supported at the moment
- standard perspective camera with adjustable field of view
- very basic scene graph (crappy octree) as acceleration structure
- unbiased stochastic anti-aliasing
- RGB rendering

To-do list:
- bidirectional path tracing
- support for directional area lights and point lights
- texture support (+ environment map, etc...)
- geometric instancing
- better scene graph (probably a BVH)
- spectral rendering
- other camera types
- depth of field
- possibly motion blur
- and of course, optimize the code in general

Still a lot of work to do, and so little time (uni, etc...), but hopefully I can slowly knock off items from the to-do list as I go.

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