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Some recent topics started on our forums |
OctaCore Game
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OctaCore is a fun game which combines proven elements from Match-3, Puzzle and Logic games with new ideas for a new kind of gameplay. Help a scientist to find a new medicine by collecting bacteria. Create groups of three or more bacteria of the same... |
Posted October 4, 2010 5:16:28 PM
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Image Based Lighting using Deferred Shading
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Hello,
this is my latest demo, it shows real time high dynamic range image based lighting using deferred shading.
The environment is approximated by 64 directional light sources, which are extracted from an HDR environment map using Paul Debevec'... |
Posted January 3, 2010 7:38:13 PM
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The Garden OpenGL Demo
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Hello GameDev.net Community!
I just released my latest OpenGL demo: The Garden.
Description:
This demo shows a garden scene with a depth-of-field effect for the camera, trees and grass, water, lighting and shadows and an animated sykbox.
For... |
Posted January 1, 2007 1:56:14 PM
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View All Topics Started By This User
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Some recent replies made on our forums |
OctaCore Game
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Thanks, the engine was custom-build, almost everything was written from scratch. The game was written in C/C++, OpenGL is used for rendering and OpenAL for the sound/music.
OctaCore on IndieDB/ModDB
OctaCore on GreatGamesExperiment |
Posted October 7, 2010 7:07:18 AM
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Image Based Lighting using Deferred Shading
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Quote:Original post by Viik
My first thought about 64 shadow maps was like - it should be really slow, but it's damn fast. How did you achive such performance with so much render to texture? Basically your whole scene is rasterized 68 times or so. I... |
Posted January 8, 2010 3:06:05 PM
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Image Based Lighting using Deferred Shading
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Quote:Original post by mokaschitta
that looks really great! Couldnt you use only one shadow map (and reuse it for each light) though and accumulate the shading results in another rendertarget? 64 seems te be way too much for practical use.... |
Posted January 6, 2010 2:26:12 PM
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Image Based Lighting using Deferred Shading
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Quote:Original post by nicmenz
great work and it looks very nice! do you have to create 64 render targets in the memory? how do you accumulate the shadowed results in the final pass (to achieve a soft shadow look).
nick
Thanks!
Yes, I create... |
Posted January 5, 2010 11:34:58 AM
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The Garden OpenGL Demo
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Quote:Original post by V-man
This is a 1.5 year old thread
But I'm still reading the comments : )
So if anyone has anything to criticize, let me know.
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Posted May 6, 2008 3:12:40 PM
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How do you know if your game code is bad design or not???
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"Software metrics" can tell you how well designed your code is. There are a lot of metrics, but not all of them are useful. Unfortunately I don't know of any free tools to measure them. |
Posted January 7, 2007 2:26:54 PM
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The Garden OpenGL Demo
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Quote:Original post by Schrompf
No light here, everything has the same brightness. WinXP, Geforce7800 GT, present Forceware drivers. And to be honest: the Depth Of Field looks crappy. Took me a while to figure out that it focuses on the point u... |
Posted January 4, 2007 3:59:00 PM
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The Garden OpenGL Demo
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Quote:Original post by delta user
I'm having some problems.
*** Source Snippet Removed ***
I have a GeForce 7800 GS and ForceWare 91.31
Please try downloading the fix again, I think I found the error.
Latest ForceWare version is 93.71 btw.
... |
Posted January 3, 2007 5:15:19 PM
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The Garden OpenGL Demo
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Thanks for the comments!
Quote:Original post by Dom_152
Looks nice but I only get 1 FPS at 800 x 600. My card is a Radeon 9800 SE Overclocked to Radeon 9800 Pro power.
Sounds like shaders falling back to software mode. As Ezbez said, try... |
Posted January 3, 2007 4:55:54 PM
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The Garden OpenGL Demo
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Sorry, omega drivers aren't supported since I can't test them. However, you can try to download the fix again and see if anything has changed.
Any GeForce users here having problems running this demo?
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Posted January 2, 2007 11:05:24 AM
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