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About Swartz27

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  1. Swartz27

    Ideal rendering engine?

    Thank you so much @Hodgman I truly do appreciate it. I'm currently trying to play catch-up with your post [quote[RTX is just NVidia's marketing buzzword for "supports RTRT APIs" [/quote[ Yeah, I knew this was likely the case. I want to strangle the people at Nvidia (I ask very simple questions once in a while, but since I'm an indie dev I guess I don't matter to them). I'll do both and then map out the results for others in a blog post. I want to say for the record that my understanding of C++ is terrible: HLSL makes a lot more sense to me. Have you taken a look at Unity's upcoming "Scriptable Renderer Pipeline"? I have to admit that it seems impressive (giving the graphics programmer a lot more control, even over the rendering order).
  2. Swartz27

    Ideal rendering engine?

    I just realized I typed all that without explaining what type of game it would be. It would be a first-person shooter/survival game set in a somewhat open-world environment. Single player only.
  3. I'm looking to create a small game engine, though my main focus is the renderer. I'm trying to decide which of these techniques I like better: Deferred Texturing or Volume Tiled Forward Shading ( https://github.com/jpvanoosten/VolumeTiledForwardShading ). Which would you choose,if not something else? Here are my current goals: I want to keep middleware to a minimum I want to use either D3D12 or Vulkan. However I understand D3D best so that is where I'm currently siding. I want to design for today's high-end GPU's and not worry too much about compatibility, as I'm assuming this is going to take a long time anyway I'm only interested in real-time ray-tracing if/when it can be done without an RTX-enabled card PBR pipeline that DOES NOT INCLUDE METALNESS. I feel there are better ways of doing this (hint: I like cavity maps) I want dynamic resolution scaling. I know it's simply a form of super-sampling, but I haven't found many ideal sources that explain super-sampling in a way that I would understand. I don't want to use any static lighting. I have good reasons which I'd be happy to explain. So I guess what I'm asking you fine people, is that if time were not a concern, or money, what type of renderer would you write and more importantly "WHY"? Thank you for your time.
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