attempt to implement deferred rendering when knowing opengl so little wasn't a smartest move. after few days of struggle I decided to do usual lighting for starters and yay, it works:
forward rendering.jpg
attempt to implement deferred rendering when knowing opengl so little wasn't a smartest move. after few days of struggle I decided to do usual lighting for starters and yay, it works:
forward rendering.jpg
deferred + ssao
btw anyone knows if this sort of 'shading' is ssao or some other technique?
22.jpg
Last edited by WILL; 14-02-2013 at 03:47 AM. Reason: You can post images and video right into your posts here! :)
some better ssao :)
ssao.jpg
Had a little break from the project but it turned out that my distraction can be integrated into the engine.
behold> behaviour tree logic editor connected to the sprite's artificial brain via udp
Cool. Do you know if it works on Linux? And what's the minimal graphics card needed? I have some ideas about voxeled games...
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I think it should work on linux after some minor changes to input handling.
runs at 50-60 fps on gt 540m which isn't that great.
now working on a terrain generation:
Added 3d L-system for plant generation
As I continue to learn on the subject, I've begun to see major flaws in my design so I rather make a game than rewrite everything to make it a better engine.
Planet exploration game. Like all those other minecraft-settlers-dwarf-fortress clones that started popping around but in space
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