Tuesday, September 22, 2009

SSAO!

After some fights...here comes the SSAO!


This is the beauty of the 'waterfall effect' of the deferred/lightprepass/z-based rendering: one you have coherence between different spaces (world, view, projection, texture...) and you switch between them rather easily, you can begin working on many interesting effects :)
This is a real basic implementation, based on various post on gamedev (thanks guys!!!)

2 comments:

Michaƫl G. (Bakura) said...

It's always interesting to read about successful game engines. Yours look really good ;).

Demiurge said...

Thanks Bakura...I'm trying to develop a technology following the "KISS Principle", I want something powerful but not complex.
This that works are "natural", easy to understand but still powerful.
But before that, I'm investigating all the technlogies that are behind those beautiful game engines around...
The real mess is that the big change in the current is the multithreading, not only the graphic as every generation change!
And still, it is reather uncommon to find game programmers that know about that...it's time to figure out how to forge our mind with multithreading!