Game Programming Journey Monthly – July 2019

Progress Zooid Engine: Implemented working SSAO (Screen-space Ambient Occlusion) in Deferred Rendering.Zooid Engine: Optimize GBuffer texture memory usages, set proper texture format for each GBuffer output.Zooid Engine: Implemented culling for spotlight and point light. If the light being culled, it will be excluded from scene lighting calculation in the scene and the shadow map will… Continue reading Game Programming Journey Monthly – July 2019

Game Programming Journey Monthly – June 2019

Progress Zooid Engine: Simple Render Graph System. This is a really simple system for now. Render Graph can contain multiple render passes. Each pass has input and output. Currently, input and output on the render graph only limited to Frame Buffer and Texture Buffer.Zooid Engine: Implemented Deferred Shading using simple render graph. It is working… Continue reading Game Programming Journey Monthly – June 2019

Starting Game Programming Journey Monthly …

I like when someone sharing their progress on Twitter (I'm mostly on Twitter, follow me @azon04 !) or a blog post about their progress on game-related stuff, such as graphics rendering, shader works, or the engine they have been working on. It encourages me to read, learn and do more. I'm starting this "Game Programming… Continue reading Starting Game Programming Journey Monthly …

Implementing Lua Scripting and Visual Scripting for Game Engine (Part 2)

At last, I finished the second part of this post. This is the second part of “Implementing Lua Scripting and Visual Scripting for Game Engine”. Check part 1. This part will cover the hardest part and will be hard to explain. If you don’t get the first idea when you read it (me too! Damn!… Continue reading Implementing Lua Scripting and Visual Scripting for Game Engine (Part 2)

Implementing Lua Scripting and Visual Scripting for Game Engine (Part 1)

Scripting is part of a game engine that makes really easy to implement gameplay of a certain game. Many of game engine nowadays really depends on Scripting, for example, Unity3D with its C#, Javascript and Boo; and Unreal Engine 4 with its Blueprint system. Visual scripting (like UE4) is a way to script your gameplay… Continue reading Implementing Lua Scripting and Visual Scripting for Game Engine (Part 1)

Visual Scripting for Game Engine (C++, Python, Maya, and Qt)

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As part of Game Engine Tool Development class. I and another student (Jonathan – http://www.digitaldepths.co.nf/) created visual scripting capability for USC’s in-house game engine, PrimeEngine. This is the third milestone of the class project. These are videos showing our demo of the project. The first video, we tried to make an object/pawn/actor moving based on… Continue reading Visual Scripting for Game Engine (C++, Python, Maya, and Qt)