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