Wednesday, September 29, 2010

Screen Space Ambient Occlusion (SSAO)!!

Update:! more complicated mesh is updated!! Click for bigger pic!

One question is still left... it looks a little bit dirty! More tweaking is needed. But anyway I get my own SSAO!






It tooks me 3 days to make it work. It is much faster than what I've expected!


Finally I see why Star Craft II, Crysis and those games use a SSAO. It really makes the scene look better!


Although there's still a lot of work to do, I couldn't help uploading the first scene. And now I am trying to find more complex mesh for free online. My mesh is so simple! And btw, how to upload a hi res picture?

Saturday, September 25, 2010

I decided!!


Well, although the shadow volume doesn't have AA problem, it is too slow! I decided to discard it and use shadow mapping! It is reallly fast..... and it looks not bad with a gaussian 5x5 blur... More work needs to be done but first I'd like to put an awesome tech in my engine...I guess I'd take a week or more to do it... what's that???....

Saturday, September 18, 2010

A dice versus poker demo

What you can do without an artist? I will show you what I did. With several cubes created by myself ( ugly huh? ), I made a demo like the famous tower defence game PVZ with my own 3D engine. Three types of dices with three different guns defending their casino! But again I like to work with others! I wanna find a team!











Another one with the shadows turned on. it seems that the cards are spawned a little bit high....

Thursday, June 24, 2010

Uploaded an editor mode...& World Cup



I am kind of lazy recently because of the world cup game. I am a huge soccer fan although the team in my country doesn't play very well:(. But I am glad the US team win the last pre-tournament game and get into the tournament:).

By the way the editor mode is uploaded, which can be launched by pressing and holding left SHIFT key. Currently the panel can be highlighted and the objects can be picked up.

Tuesday, June 15, 2010

An prototype of editor mode


The editor mode is being developed. A screen capture is left here: The code has not been uploaded yet.

Four textures are rendered. HDR and the shadows are removed to save some time. Update() will be removed as well. But it is kind of slow. I just wonder if it is the problem of the StretchRect or because of the video card capability of my laptop. Tomorrow I would try to use one texture instead of four textures. If it is still slow, I think it would be the problem of "software vertex processing".

Monday, June 14, 2010

all about water

I just finished a water simulation effect last weekend. The shader used is based on the effect in FX composer. It works like a charm. Later I would probably add some spashing particle when the objects drop into water.















And the next step is probably the enchancement of my editor mode. I would probably draw four different renderable texture on the 4 panels of different views.

Discuss with everyboy

I am a student and a junior video game programmer.
Everybody is welcome to discuss and share ideas.