• 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
3DModelerMan

Multi-pass engine architecture?

7 posts in this topic

I've got the graphics module of my engine running okay now for basic shader effects like textures and simple pixel shading. I want to extend it though, and add light pre-pass rendering, shadow maps, and post-processing. I also want to add a few instancing, tesselation, and geometry shader techniques, and maybe some SSAO later on. I've been looking around for examples of engine architectures that make this possible to add, but I haven't really found anything. What would the best way to add this be? Should I break up my simple architecture to allow custom passes to be added that derive from an interface class? For the tesselation and geometry shaders, is it possible to have some sort of geometry pass that gets run first and then that geometry would be operated on by the other rendering passes? And finally, how would special cases be able to be handled, like transparent objects, sky, and particles?

0

Share this post


Link to post
Share on other sites

You could take a look at Hieroglyph 3, which has an object oriented way of managing rendering passes and a quite a few samples to show variations on the standard rendering setup.

2

Share this post


Link to post
Share on other sites

I'll take a look right now. One thing that I'm trying to find a way around is how to optimize my vertex, geometry, and tesselation shaders so that they don't have to run for every pass. Mainly because I want to do hardware skinning. I'll just use stream out from the vertex shader most likely, but I would need a fallback in case it wasn't supported.

0

Share this post


Link to post
Share on other sites

Are you using OpenGL or Direct3D 11?  In either case, stream output should be supported anywhere that you are doing tessellation, so that shouldn't be a problem.

1

Share this post


Link to post
Share on other sites


I've been looking around for examples of engine architectures that make this possible to add, but I haven't really found anything. What would the best way to add this be? Should I break up my simple architecture to allow custom passes to be added that derive from an interface class?
Check out Horde3D's data-driven pipeline solution:

http://horde3d.org/docs/manual.html

http://horde3d.org/wiki/index.php5?title=The_Flexible_Rendering_Pipeline

http://horde3d.org/wiki/index.php5?title=Basic_Pipeline_Tutorial

2

Share this post


Link to post
Share on other sites

Are you using OpenGL or Direct3D 11?  In either case, stream output should be supported anywhere that you are doing tessellation, so that shouldn't be a problem.

The stream output isn't a problem for tessellation. It's mainly for skinning I'm worried about.

0

Share this post


Link to post
Share on other sites

 

Are you using OpenGL or Direct3D 11?  In either case, stream output should be supported anywhere that you are doing tessellation, so that shouldn't be a problem.

The stream output isn't a problem for tessellation. It's mainly for skinning I'm worried about.

 

You might want to consider it for the tessellated content as well - skinning is not the only thing you wouldn't want to have to repeat in a multipass renderer...

1

Share this post


Link to post
Share on other sites

unless im mistaken, streamoutput doesnt work in sli mode, so you got to be careful about that... if youd like to support it, thats if your using direct x 11, i dunno about opengl... it case you already knew. :)

Edited by rouncer
0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0