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...
Now that northern hemisphere people move into darker times what can be better than to indulge in some horror! Read along to get some tips on...
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...
Introduction In https://okegamer2.blogspot.com//search?q=where-is-your-self-in-game
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...
previous post , where a subject perceives a sense of touch as located at a rubber hand. Research have shown that this sort of connection can...
I am not very fond of new year's resolutions, but I will make one anyway: From here on, I promise myself to never take the simple way, b...
previous reports might have noticed a small animo of the later being a little bit more positive than the earlier. This post will not be an e...