—————– Devlog XXIV —————–
–
i HATE shadow maps!!!
-
Renderer? I hardly know her?
–
To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation).
✨ What did I do? ☀️
WOAH
A lot has happened. Previously, I had just implemented a new entity system & a new camera system. So what’s new?
I present: The Deferred Renderer!!!
Basically, it’s just another way of rendering. HOWEVER, it has some funzies:
- Mostly together render graph, just a little smthin
- Shadow Pass
- G-Buffer Pass
- Lighting Pass
- New point lights (replacing the emmissive texture searching before)
- Looking to add SSAO (hemisphere sampling) in the future!!
Now, along with this, I just tested creating a build for windows
and testing it on a friends machine, and it worked (his laptop is crap, so it ran slow, but surprisingly fast). Along with that, I also tried the current build on mac, and it also worked, so that’s also great (I’m supprised)!!
However, the real prize, is the trypophobia horrors made along the way!! That’s right! When trying to get textures to work, I ran into a ton of problems (mostly related to the alpha map & image formats) that caused major headaches. Images and videos, where they are a bit compressed, can be found below.
Thank You for Reading
Almost there, I still need to change up the landing page, rewrite the readme, and merge the main branch, plus try to get a way to change the 3d models for users, but I’m getting there.
Github repo: https://github.com/pkncoder/Engine
Project landing page: https://pkncoder.github.io/Engine
Comments 0
No comments yet. Be the first!
Sign in to join the conversation.