Game Programming Journey – March & April 2020

In these two months, I've been working on implementing the PBR rendering in my home engine (Zooid Engine). It's still missing a couple of rendering features, but the basic PBR and the light equation is finally done. But I only make PBR works for the deferred rendering, and not the forward rendering pipe (at least,… Continue reading Game Programming Journey – March & April 2020

Game Programming Journey – January & February 2020

Progress Zooid UI I worked on ZooidUI mostly in January. I fixed a bug where the interaction can happen when the UI component is being culled out by UI mask that I implemented in December. I implemented a basic list view on the UI system. I tried to make this easy to use by me… Continue reading Game Programming Journey – January & February 2020

Game Programming Journey – November & December 2019

Progress Zooid Engine In October, I implemented Depth Pre-Pass into the Deferred rendering. With Depth Pre-Pass, the result can be used to make GPU occlusion queries. The queries are simply asking whether the object should be rendered or not. How it works is by sending the draw to GPU and ask if any fragment passed.… Continue reading Game Programming Journey – November & December 2019

Game Programming Journey Monthly – October 2019

Progress Zooid Engine Added separate draw list for rendering depth shadow map. There was some issue with shadow rendering on the engine before, which used the same draw list for drawing the actual scene. This implementation caused some problems where shadows will not be rendered in the place should be in shadow since the occluder… Continue reading Game Programming Journey Monthly – October 2019

Game Programming Journey Monthly – September 2019

Progress Zooid Engine Imported Crytek Sponza to the engine format. I got the Crytek Sponza scene model from McGuire Computer Graphics Archive. I still need to implement a lot of stuff in this scene: better CSM, bump mapping, and anti-aliasing.Improved the engine's model parser. For the Sponza scene to be able to load in the… Continue reading Game Programming Journey Monthly – September 2019

Game Programming Journey Monthly – August 2019

This month is a really busy month for me. I had things going on almost every week. I got a small amount on time on reading books and working on my stuff. But, I managed to do some little works on my personal projects, did some small tutorials and read one rendering-related article. Progress Zooid… Continue reading Game Programming Journey Monthly – August 2019

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

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)