• Systems Coming Back Online

    dcfedor's picture

    Hey Folks! We're gradually getting there, with more and more of the old game systems coming online with the new renderer. And today's screenshot isn't half bad!

    Yesterday's problem with walls blocking all light turned out to be a bit more fundamental than what I thought. It wasn't a scaling issue with the blocker mesh, it was the fact that the game wasn't

  • Merging New Renderer With Main Project

    dcfedor's picture

    Hey Folks! Started work today on merging the experimental renderer with the main project, and so far making steady progress.

    There was a fair bit of blind work as I started copying over the necessary code and assets, and figuring out where the new stuff should live. I had some old procedurally-generated shadow mesh code that I could replace with the new square light-blockers I'm

  • Wrapping-Up New Renderer

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. I finally got with the times and started The Witcher 3, and it's pretty good so far. I don't know if I'm drawn in as much as some folks I've heard talk about it, but maybe my taste is changing. Still, I'm really digging the attention to detail and immersion.

    Back on the space prototype, I think I've just about

  • Lighting, Rotations, Animations, and Transparency

    dcfedor's picture

    Hey Folks! Adding a few more finishing touches to the renderer today, as I remembered the space prototype has objects that get rotated, animated, and have transparency.

    So far, everything I've been testing was set to zero rotation, not animated, and opaque. So some of the calculations I was using start to break when things don't fit that bill. Fortunately, these are fairly

  • Lighting Test Successful

    dcfedor's picture

    Hey Folks! The line of sight and lighting test seems to still be going well. I've got it rendering multiple lights now!

    There was one more bug to solve in the single line of sight/light code I've been working on, and that was to get the line of sight to behave when there weren't enough light blockers nearby. By doing that, I was able to get the light to produce nice round

  • Wall Visibility, and Vision/Light Ranges

    dcfedor's picture

    Hey Folks! A bit more progress today, as you can see from the image. I got a slightly better wall visibility trick working, and I'm working on limiting vision/light range.

    Yesterday's trick to get walls visible was a bit hacky, and I wasn't thrilled with it. I basically just extended the vision rays outward a bit so they revealed chunks of the walls that stopped them.

  • Surface Normals and Shading

    dcfedor's picture

    Edit: I spent another 10 or so minutes after posting this today, and managed to get a wall reveal/penetration thing working! The image has been updated accordingly.

    Hey Folks! Getting a bit closer now with the new rendering code. As you can see in today's screenshot, the line of sight mesh is now rendering appropriate texture colors for the exposed floor, as well as a simple

  • Deferred Shading Progress

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend, and Turkey Day if you celebrate that. We were fortunate enough to have friends invite us to their parents' house for dinner, which recharged our social/family stats, so to speak.

    The time away also seems to have helped refresh the old brain. I think I'm starting to get somewhere with Unity's rendering pipeline, and a better

  • Unity Rendering

    dcfedor's picture

    Hey Folks! Nothing pretty to show off today, unfortunately. Still wading through the Unity rendering system and trying to get acclimated.

    So far, I've been able to get the scene's color information to write to a render texture. That part was pretty trivial. And you can see it covering most of the screen in today's screenshot. However, what I'd like to do next is

  • Lighting Optimizations, Compositing

    dcfedor's picture

    Hey Folks! Making more progress on the alternate lighting engine today.

    Yesterday's work got basic light rays drawn on the screen, which appeared to cast shadows on random blocks placed around the scene. Not a bad start, but one of the next things I wanted to check was whether this actually scaled up to many lights/shadow casters or not.

    The short answer was "no.