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...
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...
Progress on the new engine, HPL3, is coming along nicely and recently I changed the core rendering system into something called Pre-pass lig...
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...
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...
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...
I have finally finished the part of the terrain rendering that I spent most time researching and thinking about: texturing. This is a quite ...
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...
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...
Introduction After a little break with updates on the rendering system , holidays and super secret stuff, I could finally get back to terrai...
here ), instead of megatextures or similar. With the auto-generation of physics, it is much easier to create and update the terrain, somethi...