Game and Tools Programmer

Game Programming Journey – March & April 2020

Reading Time: 2 minutes 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 […]

Game Programming Journey – November & December 2019

Reading Time: 4 minutes 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 […]

Game Programming Journey Monthly – October 2019

Reading Time: 4 minutes 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 […]

Game Programming Journey Monthly – September 2019

Reading Time: 3 minutes 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 […]

Game Programming Journey Monthly – July 2019

Reading Time: 3 minutes 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 […]

Game Programming Journey Monthly – June 2019

Reading Time: 3 minutes 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 […]