Category Archives: Technology
RealJob™ has been kicking my butt lately, and I’m waiting on the GUI work so I’ll be able to progress more in the development of the game itself; but none of these reasons has stopped me from work! Lately, most of what I’ve been doing is backend system coding, stuff like refactoring the collision/intersection system, […]
In my test arena, I had some performance issues in same places, where about 9 lights were shinning in a greater or smaller degree… Considering that in a deferred renderer, the main issue is bandwidth (each shaded pixel needs at least 64 bytes of data to come in from texture memory – the G-Buffer), I […]
As I stated on the previous post, I didn’t have time to work on Grey this weekend, since I was participating in Ludum Dare’s 48-Hour Game Development Competition… Before you ask, it didn’t go that well, since I couldn’t come up with a decent idea; I just ended up doing a Voxel World editor… If […]
Most of the time this week was spent (again) on things that were scheduled for later in the development cycle, either because they’re too useful now (the geometry clusters, the shadow clusters) or because I was curious in seeing the results, like the color grading. From Wikipedia: “Color grading or colour painting, is the process […]
This weekend I worked on a major optimization; I was supposed to work on this after the first milestone was done, but I had serious enough performance issues to warrant the work now instead… The problem is related to the amount of objects. Most objects in Spellbook are composed of loads of triangles, but in […]
This week has been a bit slow in “cool” stuff, mostly due to the fact I’ve been working in more backend stuff… Anyway, I’m adding aggregate objects into the editor (so I can make an object that is, for example, the combination of a mesh, a particle system and a light – a torch; and […]
Work has been lagging lately (well, this weekend it was “Mass Effect 3”’s fault), but I finally have something to show on the effect system: As usual, the quality of the capture isn’t as good as I wanted, but it shows the effect anyway… I’ll write more on the effect system, with an explanation on […]
This weekend I’ve made a break from the new effect system and tackled a big task task that was needed to really progress in the effect system (specially particle systems): the alpha-blending engine. Alpha-blending is the operation we use to do transparency in realtime 3d rendering systems: Those 3 planes are transparent to different degrees, […]
Took me longer than I expected, but it also has more functionalities available… I give you: The AUTOTILE BUILDER: This does what I described in the last post: creates transition tiles between two types of “terrain”, depending on a mask. It also allows for the user to specify a template material that is used to […]
Work has kind of slowed to a crawl lately, since our real jobs are stressful of late, and after a day of complicated programming work, my night-time coding really takes a hit. Still, I managed to make some progress with the GUI elements of the game. The way I’m developing the game is to use […]