Δευτέρα 21 Απριλίου 2008

DOOM3 Level Geometry


Screenshot of a doom level in wireframe (alpha labs 1).I use the data from the proc file no bsp
info at this moment.

DX10


I decided to write a new engine based on the DX10 render pipeline .I implement a small framework capable of handling vertex and index buffers,textures,lights,camera and shaders through a series of wrapper classes.Instead of starting as a small tech demo I had an api in my
mind which is going to be enriched in the way.This is the first screenshot of a shader for Phong shading.There are a lot of thing to be done
first is the porting of md5 loader code from dx9 to dx10 plus the other stuff from my previus engine.Last I begun to implement a doom3 proc file loader which is a mess at this point but it loads the geometry of the level and textures (need to parse the mat files).

Κυριακή 20 Ιανουαρίου 2008

Fake Hdr


I decided to create a series of post effects in my engine,as usual my reference were the shaders from rendermonkey .The first post effect is based on the fake Hdr shader provided by ATI.I stuck in the set get render targets for a while (I used them before for the shadow map but this time the stuff was a liitle bit more complicated) at the end I was rewarded for my persistance :).The sky box shader is taken from the Frank Luna's book Directx 9c Programming a shader approach.I forgot to mention that I enchanced the bump map shader to receive the enviromental values from the enviroment map with interesting results!!Last I play with the exposure value and I created a simple day/night cycle effect .I believe that with a slight modification I can include some tone mapping but I have to figure out how to handle proper hdr images.

Δευτέρα 14 Ιανουαρίου 2008

First Steps Towards a 3D Engine

This is the first post for the new year so best wishes to anyone reading this blog!!
My little tech demo has turned into a dll ,I made changes and fix some nasty bugs ,although I have a small problem with reseting the device .The plan to change the code and reorganize it in order to look like an API ,after that my priority is to construct a post effect framework in order to include
depth of field and motion blur effects.Last I gave my engine a name .. YediOne .

Πέμπτη 29 Νοεμβρίου 2007

Parallax Occlusion Mapping


Simple opm is added ,the shader comes from the render monkey library.The results are nice but i think it can get even better by using the shader from the directx sdk sample which takes account the visualization of level of detail colours of the texture.A skybox is also added (u can see it behind ;) ) .

Σάββατο 17 Νοεμβρίου 2007

FREAK SHOW



In this screen shot Cyberdemon wears his original clothes,also I added pinky and a zombie in the show .The number of triangles shown is wrong , I haven't included something ;). The fps stays at 30 ,more optimization is needed but I am at the beginning

Πέμπτη 15 Νοεμβρίου 2007

Optimization

I did some optimization stuff back on the end of September which involved working a little bit with vertex buffers ,rearranging my code and rethinking about how to calculate efficiently the animation of the model. I made a huge mistake by recalculating the index buffer for each frame and after fixing that I had 100% increase into my frame rate.The next step is to calculate the normals by using the influence bone positions just like the vertices and not to recalculate on each frame.Since I am using bump maps for lighting there is the need to optimize the tangents also but I haven't figure out how this will be done.Last I add into my engine a small resource manager for my textures based on stl maps in order to keep tracking what is load in order not to reload it again.Thinks are involving despite the October break, lot of work and Java seminars.