rendering

Tech Feature: Sunlight With Shadows

Now I am pretty much done with the first major feature for HPl3, the engine that will power our upcoming (and so far super secret) game. Thi...

Bang Dero 29 Okt, 2018

Tech Feature: Pre-Pass Lighting

Progress on the new engine, HPL3, is coming along nicely and recently I changed the core rendering system into something called Pre-pass lig...

Bang Dero 28 Okt, 2018

Pre-Pass Lighting Redux

Introduction After writing the previous post on pre-pass lighting I started doing some tests, to see how it compares to the old deferred re...

Bang Dero 27 Okt, 2018

Tech Feature: Terrain Geometry

Introduction The past two weeks I have been working on terrain, and for two months or so before that I have (at irregular intervals) been re...

Bang Dero 25 Okt, 2018

Tech Feature: Noise And Fractals

Introduction Now that I have a working algorithm for terrain rendering, I wanted to try making some of it procedurally. This would not be us...

Bang Dero 24 Okt, 2018

Tech Feature: Terrain Textures

I have finally finished the part of the terrain rendering that I spent most time researching and thinking about: texturing. This is a quite ...

Bang Dero 22 Okt, 2018

Bye, Bye Pre-Pass Lighting

I have an announcement to make. I am dumping pre-pass lighting. A couple of weeks ago I started to remaking the renderer from a deferred sha...

Bang Dero 21 Okt, 2018

Tech Feature: Light Masking

So just wanted to give a quick isu on a merk new feature: light box masks. When placing lights in some rooms, it is common that light bleeds...

Bang Dero 20 Okt, 2018

Tech Feature: Undergrowth

Introduction After a little break with updates on the rendering system , holidays and super secret stuff, I could finally get back to terrai...

Bang Dero 15 Okt, 2018

Physics And Heightmaps

here ), instead of megatextures or similar. With the auto-generation of physics, it is much easier to create and update the terrain, somethi...

Bang Dero 14 Okt, 2018