Tagged: deferred

Engine Basics

Interesting workplace, I'm sure that floating brain is a real slave driver

Interesting workplace, I’m sure that floating brain is a real slave driver

The classic

The classic

So, it’s been a while since i posted last but stuff has been moving. I have made a serious start on the engine, I have gone for a ‘roll your own’ approach which may seem like masochism to many people but is, for me, a good deal of the joy of working on a game. It also has the additional benefit of never encountering an issue that cannot be fixed.

Features so far:

  • Deferred Render Pipeline
  • Normal mapping
  • Per-texel material properties (Specular, Specular function, Gloss, Ambient / Emissive)
  • Direct lighting with shadow mapping (buggy)
  • Tile based Dynamic point lights (diffuse and specular)
  • Quad tree LOD terrain
  • Reverse ray-traced model paint feature (more on this below)
  • more I’m sure

Reverse ray-traced model painting?

It became apparent that we could nether afford in time or money to buy or learn a fully featured 3D package, and it would not really play to Luke’s strengths as a painter. It would be far better to be able to paint the scene in photoshop and transfer the painting into texture space, I bought a simple program for this purpose (pixexix) however it was very alpha and little bit riddled with bugs. We don’t have time to wait for it to mature but the concept was sound so I implemented my own, it did not take to long, it also allows us to paint material properties, see the actual results in engine, place lights, create scenes and test shit so its a bit of a win.

 

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