Jul 28th, 2010 @ 21.36
Today I gave a presentation at the first Summer University at the HdM. The last two days, Andreas Stiegler talked a lot about engine architecture, gameobjects and making everything ready for multiplayer games. I talked about how to connect a render pipeline to the engine and also about deferred rendering and lightprepass renderer. You can watch the slides here:
Or download as pdf. As soon as its ready you can also watch my talk at events.mi.hdm-stuttgart.de
Tags: Deferred Rendering, Light Prepass, Realtime Lighting, SGU, Vergence | in Personal
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Jan 29th, 2010 @ 17.23
Last week, I started working a bit on the Resource Handling of my engine. So first of all, I fixed the asynchronous loading mechanism (there was a lot of evil threading stuff in it). Hopefully it runs smooth now. After that I implemented a feature that I call “hot-swap resources”, which means I can switch any resource at run time. For Example, I edit a texture, save it and go back to the engine and the texture gets reloaded automatically, no need to close and restart the engine. This also works with any shader, material or mesh file. Reloading is also asynchronous so you won’t notice any lags. Pretty cool stuff I think
Tags: Hot Swap, Streaming, Vergence | in Vergence
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Jan 29th, 2010 @ 17.23
First of all, happy new year to everyone.
During the last weeks I started implementing shadows for the sun light. This is the result:
Currently I use a regular 2k shadowmap with a 12 tap random disc PCF. You can see some noise artifact at the shadow borders. I tried a blur pass on it, but the result looked even more ugly.
Tags: Realtime Lighting, Vergence | in Vergence
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