January, 15 2009 - Deferred Shading, AA, alpha-blending
Not a lot of news lately.
I found myself interested in writing compiler for self-made programming language, which is open source with SVN repository that can be found on assembla.
I've also added an Other section of the site, where I'm planning to put all the things not related to the engine.
Apart from doing nothing to the engine I managed to do some graphics-related things.
I've almost finished writing my binary model format, with files that are created from COLLADA format, with support of bone animation.
Few days ago I've written a stand-alone DX10 demo which shows deferred shading rendering method with antialiasing and transparent surface support.
A demo (along with sources) could be run if you have video card with DX10 support and Vista/Windows7 operating system: Download here, 335kb.
It's just a demo without pretending to be used in real-world applications (at least for today). There is a lot memory usage for the multisampled G-buffer, and a lot of bandwidth is required.
More about the details of the demo can be found in my blog.
I hope this waking-up post will accelerate my progress with EGOengine. I've already started to write another demo, and this time I'm going back to DX9 and it will use the EGOEngine library.
May, 31 2007 - Transparent Shadows Revisited
Like I've posted recently, I have been working on a new version of Transparent Shadows Demo.
And finally it is finished, so I can start making brand new and interesting demos.
All the effects from the old demo are available, and that is:
And there are even more:
This demo should run on everything starting from GeForce FX5200 (NV30+) and Radeon 9500 (R300+).
It runs even on integrated Radeon 200M (Radeon 9800pro, GeForce FX5200, GeForce 6600GT and GeForce 8800GTX have also been tested).
New screenshots are available in gallery section and here are some of them:
To download the demo, please visit the download section.
Known problems: Don't select AAx6 option on NVidia hardware.
April, 21 2007 - Development progress
There weren't any news for a long period of time, so I decided that it would be nice to share some development info.
The are some changes made to renderer part. Those are:
The main part of work is still coming, and I am planing to begin working on scene structure and resource management.
I also decided to make a revisit on "Transparent Shadows Demo", porting it to new engine, and adding nice features like:
All this "softness" :) will:
Like usual, here are some fresh images: