Posted: Sat Dec 27, 2014 5:35 am Post subject: Update on my stuff.
For the last few weeks I have been focusing on coding modern photo-realistic graphical effects into my game engine.
A few of the effects I have been implementing include:
* Bloom
* Gaussian Blur
* Lens Flares
* HDR lighting (High Dynamic Range)
* Chromatic aberration (The splitting of white light into red-green-blue gradients, to simulate the diffraction effects caused by variable camera-lens curvature.)
* Motion Blur
* A dynamic sky system, with a dynamic moving sun&moon, and different lighting conditions for different times of day (and changing seasons).
* God rays (extruded Light shafts, which simulate bright light shining through reflective atmospheric aerosols/pollutants such as fog/dust/smog/rain, etc...)
Basically I am attempting to hand-code many of the modern photo-realistic type effects that you see in UnrealEngine4 games, or something like Battlefield4 / The Witcher 3. (without using Unreal or Unity, as I prefer to code my own effects and not rely on other people's game engines.)
Devising my own ways to achieve these effects with just pen & paper and then coding them myself, (then optimising the hell out of them) is the part of game coding I really enjoy.
Here are a few early screen shots I captured yesterday to test some of my new shader code:
First a collection of shots from 6 hour intervals during the time-of-day simulation (Midnight/Dawn/Noon/Dusk) -
And a new screenshot I took today with all of the effects enabled. During the Dusk (~9PM) phase of the simulation -
The best part is that this is all running at 250+ FPS on my dev PC which has a shitty GPU from about 4 years ago! (NVidia GTX 580)
For my next trick, I am adding dynamic cloud layers (which will be based on a volumetric particle system I am currently writing). That should look really spiffy when the sun shines through the moving gaps in the clouds, causing the extruded light-rays to dynamically change and sweep across the landscape! ;D
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