Jump to content
  • Advertisement
  • entries
  • comments
  • views

Time for a change of pace.

Sign in to follow this  
Jason Z


After spending quite a bit of time working on adding dynamic lighting to Lunar Rift (it has been at least a month of testing and tweaking on my pixel shader bound fx5200), I have decided to take a small excursion from it altogether. Actually, since I started working on my engine about 2+ years ago, Lunar Rift has been the test bed for whatever new technology I added in.

So, needless to say it is time for a break. I have decided that I am going to work on a couple of shading tech demos. For these, I have elected to use the famous Stanford Bunny (here in wireframe):

The model is about 70,000 polygons and about 35,000 vertices. If you are interested in getting this model you can find it here in this (.ply) format.

The purpose of these tech demos is not to optimize or speed up the rendering. I want to take a little while and build some rendering routines that I have had floating around in my head for a while [wink]. Hopefully the next few posts will start out relatively simple and start to improve from there. Lets see how it turns out...
Sign in to follow this  

1 Comment

Recommended Comments

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
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!