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42 Posts
🎮 Game dev, graphics programming, pixel art. ⛩️
💫 I like creating things!
Websitehttps://voithos.io
Githubhttps://github.com/voithos/
Twitterhttps://twitter.com/voithoz

Finally gotten my renderer to a point I'm happy with, and decided to make a little video on it! https://youtube.com/watch?v=rbC2D_ayePI&ab_channel=voithoz

#3D #rendering #gamedev

quarkGL - PBR OpenGL renderer

YouTube

Got IBL working in my renderer! This was a surprising amount of work compared to even implementing the PBR lighting model itself, but the results are nice :)

#3D #rendering #gamedev

Incidentally, I noticed that Unity's built in renderer also looks like the first image (that is, completely monochromatic emission sources don't seem to look white regardless of intensity).

I recently found this interesting presentation by AMD about a tonemapping technique that features HDR channel crosstalk (among other things): https://gpuopen.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf

It makes a pretty big difference when it comes to how these bright (but monochromatic) lights look! Left is basic Reinhard tonemapping, right is AMD.

#3D #rendering #gamedev

Deferred shading can be useful, but the lack of easy MSAA is unfortunate :( So I added an FXAA post-process effect! Before is left, after is right

#opengl #gamedev #rendering

Noteworthy ones are:
- PBR lighting model (GGX)
- Deferred rendering (not necessary but makes some post-processing easier)
- HDR + bloom
- Shadow mapping

Next going to add SSAO (already implemented, just need to integrate).

Consolidating all the renderer features I've been working on in a single binary :)

#opengl #gamedev #rendering

@saint11 I don't have a ton of experience here, but from reading around it seems like OpenAL may be the closest thing (although it's just a library rather than a whole workflow, so may require some custom integration).

On a mildly related note, there have been some proposals for Godot Engine to build something like this, given the lack of comparable open source alternatives: https://github.com/godotengine/godot-proposals/issues/3394, https://github.com/godotengine/godot-proposals/issues/4407

Add procedural and parametrizable audio support · Issue #3394 · godotengine/godot-proposals

Describe the project you are working on Godot Describe the problem or limitation you are having in your project Sound designers in the industry end up having to use tools such as FMOD or Wise, with...

GitHub
@_benui Yeah perhaps it's improved. At one point I tried setting up a dev environment for my site on a new machine and tons of packages were no longer available / out of date, so I was forced to upgrade/debug before I could do anything. Switched to Hugo instead and haven't hit a similar issue.
If anyone's interested in PBR, the Filament docs cover lots of great considerations and have felt fairly approachable: https://google.github.io/filament/Filament.md.html