PBL

Here is a scene created by my colleage to show of some natural materials in my engine this is also a testmodel for the students here.SSAO+HDR

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PBL

Now a complete Physically based shading model is in my old level here is an example pic from the editor.

PBL

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SSAO

I’ve implemented SSAO in my game this i based on the information from http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/a-simple-and-practical-approach-to-ssao-r2753 . This is done using half resolution. The ambient light is still gotten from the skybox. I have implemented GI using Spherical harmonics but its not ready to be shown yet. I will add it once its done for public showing.

Final Image

SSAO Image

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Particle System 3.0

The particle system is now 100% threaded with a dynamic amount of threads allocated for use. This example is using 25000 patricles with turbulnce enabled running at 60FPS.

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Particle system 2.0

I’ve made some improvements to my particle system I’ve added forcefields and optimized the rendering. This is an example of 20,000 particles being rendered with 3 affecting forcefields all is being calculated on the cpu with easy extenstion support for threading. I’ve also been looking at running the simulation on the GPU but right now the GPU is being used alot more than the CPU when running a game in my engine so I might look into it in the future.

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Level Editor Test

Here is a video of a test I made with alot of lights attached to particles and animated objects Enjoy!:)

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Anti Aliasing

I’ve implemented SMAA into my engine today here is a comparison photo of an object suffering from severe aliasing issues
AnitAliasing

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This is a video of me running around in a level that is recreated from Sector in my new engine.

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Game Level

Here are a few pictures from the current state of my Engine.

LevelEditor 2013-09-27 11-06-31-70 LevelEditor 2013-09-27 11-13-16-78 LevelEditor 2013-09-27 11-12-04-18 LevelEditor 2013-09-27 11-06-18-41

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Game Update 2.0

Here is a new video of where the game is currently at. This shows off the new unit behavior and limitations to the firerange. Most of the code is done using lua. The turrets behavior is completely done in lua.

 

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