Sunday, June 28, 2009
Back
I had to stop working on it for a while because of several house movings and renovations in my family where I had to help, but now I got some time to work on the engine again... I guess.
Thursday, May 21, 2009
Tuesday, May 12, 2009
Static shadow maps
I've implemented shadow maps for the terrain, which are generated at start-up. I'm going to create an external tool for creating those, which reduces the engines initialization time a lot.
It's useless for day/night cycles, it's just too slow, but it's a nice feature for games where the sun position won't change. What's cool too: You can merge the normals into the shadowmap which allows some kind of per-pixel lighting on old GPUs.
Mountain throwing shadow on the terrain (shadowmap + PPL):
It's useless for day/night cycles, it's just too slow, but it's a nice feature for games where the sun position won't change. What's cool too: You can merge the normals into the shadowmap which allows some kind of per-pixel lighting on old GPUs.
Mountain throwing shadow on the terrain (shadowmap + PPL):
Sunday, May 3, 2009
Just polished some details
Tuesday, April 28, 2009
Frustating frustum. Finally working!
Phew... frustum culling took a while to get it working properly, even though it's actually not that hard to implement. But now it's finally working!
Frustum culling is a technique that allows culling away objects which lay outside of the the cameras perspective (frustum). For example: I'm now able to put like 200 trees and houses or some other stuff into the scene without any great loss of performance!
High five!
Frustum culling is a technique that allows culling away objects which lay outside of the the cameras perspective (frustum). For example: I'm now able to put like 200 trees and houses or some other stuff into the scene without any great loss of performance!
High five!
Wednesday, April 8, 2009
Tuesday, April 7, 2009
What do you think?
Last Screenshot for today, but in my opinion it's looking pretty nice so far, though there is soo much left to do and so much bugs to fix.
I guess I have to rewrite the entire scene graph due to its bugs and (bad) architecture.
Polygons have to be sorted in real-time too, I'm not sure how to find a FAST solution. I tried using GL_SAMPLE_ALPHA_TO_COVERAGE_ARB to save coding time, but the result is way too ugly.
Triangle collision detection has to be implemented too. The terrain needs to be patched and there's no LOD algorithm yet...
...I wonder if I ever get finished.
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