Hello,
My first post here. I'm at the moment studying and trying to understand what game engines really do and what they're composed of. I was wondering if there's a list or some kind of a write up of different techniques that are used throughout game industry. (ummm ok I'm actually trying to work on simple c++/opengl game engine )
So far stumbled upon things like:
- opacity maps, i have seen these used cleverly to construct cheap trees/foliage, e.g. you can take 1 opacity texture, criss-cross at 90 degree angle and attach it to lowpoly stick. So end effect is that you save on polygon data
- lightmap, it learned of these recently, the idea behind from my understanding is that these are used where lighting is static (geometry doesn't move so there's no need to update / have dynamic light), lighmap is usually a bright texture. I saw lightmaps used in a tunnel of a race track.
- ztest/occlusion, I think these are self explanatory.
I started working on a pc driving game, all the driving will take at night time, therefore it will include lots of street lights (hence why I researched about lightmaps), it will have basic foliage, and road geometry will need to progressively get loaded. While there's much more to it, I tried to tied it back to the 3 rendering tricks above.
I would love to hear about more tricks that there exist. Please share or point me to the right resource.