In a recently released paper, Jeroen D. Stout (creator of Dinner Date ) proposes an interesting theory on the relashionship between player a...
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Home / Archive for 2010
Tech feature: Light Masking
So just wanted to give a quick info on a brand new feature: light box masks. When placing lights in some rooms, it is common that light blee...
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Bye, bye Pre-Pass lighting
I have an announcement to make. I am dumping pre-pass lighting. A couple of weeks ago I started to remaking the renderer from a deferred sha...
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Tech Feature: Terrain textures
I have finally finished the part of the terrain rendering that I spent most time researching and thinking about: texturing. This is a quite ...
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How the player becomes the protagonist
Introduction In Amnesia one of the main goals was for the player to become the protagonist. We wanted the player to think "I am" i...
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Tech Feature: Noise and Fractals
Introduction Now that I have a working algorithm for terrain rendering, I wanted to try making some of it procedurally. This would not be us...
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Tech Feature: Terrain geometry
Introduction The past two weeks I have been working on terrain, and for two months or so before that I have (at irregular intervals) been re...
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Halloween Tips. Sale and more!
Now that northern hemisphere people move into darker times what can be better than to indulge in some horror! Read along to get some tips on...
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Pre-pass lighting redux
Introduction After writing the previous post on pre-pass lighting I started doing some tests, to see how it compares to the old deferred re...
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Tech Feature: Pre-pass lighting
Progress on the new engine, HPL3, is coming along nicely and recently I changed the core rendering system into something called Pre-pass lig...
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