• 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
  • comments
  • views

Quick screens: triplanar normal mapping

Sign in to follow this  
Followers 0
CC Ricers


Making a short update this time. I finally have triplanar normal mapping working how I want it to. The following screenshots show normal mapping being used on the cliffs, with the same methods used to calculate steep areas on the terrain.

Without shadows or post-process FX, the view in the first screenshot takes about 9-10 milliseconds for one frame using forward rendering and 4x MSAA, and 16 ms with deferred rendering. Shadow mapping remains a big GPU-heavy step, taking up to 25 ms in the process.

I also achieved my goal of making the forward renderer's output indistinguishable from the deferred renderer, at least without shadow support (the shadowing code has still not started for the forward renderer). The program can be written in a way to make both renderers switchable on the fly, which is useful when many dynamic lights enter the scene.

Edit: Some more screenshots, with better textures. These are free textures from FilterForge.




Next, I'll be starting the terrain editor in raising and lowering the elevation. The engine currently draws the terrain with geo clipmaps which just aren't working well enough for me. I will be switching to geo mipmapping.

Sign in to follow this  
Followers 0


Would you mind speaking with Telanor about how you did the forward rendering + differed rendering? Our grass has some serious issues because it is a model with alpha's and because of this has some issues with point lights, and other objects. Any guidance you can provide would be great. I know very little of the mess because of my basic understanding of the system but telanor ( which is his username here ) is the brains behind it. Much like many coders he is socially inept at interacting with people so I have been sent as his envoy! Thanks in advance and I love seeing the stuff you are doing, wish I could pick you up for our project! AHAHA :P


Share this comment

Link to comment

My graphics engine gives the user the option to select either deferred or forward rendering (custom rendering pipelines are possible too) for the entire scene. But as of now they cannot be both used at once, because it's applied to the scene one time. I don't do much alpha blending with textures- nearly all the time I use alpha testing which is how the trees here are drawn.


Is this related to Telanor's topic on transparent voxels? I basically clip all pixels with alpha < 0.5 on the pixel shader for the lighting passes. Doing alpha blending just brings up a whole mess of having to correctly set the blending states and reset them for certain objects.


The best way I can think of using alpha-blended objects with deferred rendering is to draw them after the proper deferred rendering pass. You draw your opaque pixels first in the deferred pass. Then do a pass that restores the depth buffer. After that, draw your transparent stuff. However you mentioned the need to work with point lights. My initial thought is to combine the light buffer with the blended rgba color of the transparent pixels. May not be perfectly accurate but it could be worth trying.


Share this comment

Link to comment

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