November 9, 2010

Milestone reached: now in HD(R)

Yes, I know it's a bad pun.

But seriously, I've been sick last week so I couldn't post stuff. I'm done with post processing and decided that I'll work good shaders before posting a shot.

I render to 16-bit floating point scene and then go through high pass, blur pass and tone mapping pass. To those who don't know what that means, it's the basic guideline of how you create HDR scenes. In reality, I'd need .hdr backdrops to make it stand out even more, but I did what I could with zero imagination and mediocore GLSL knowledge.

Currently implemented features:

  • Scenegraph GameObject/Component system
  • Configuration files (config.ini)
  • Meshes (all possible filetypes you can imagine, huge thanks to Assimp people)
  • Cameras
  • File management system
  • Materials
  • Textures
  • Scripting (LUA)
  • Shaders (GLSL)
  • Post-Processing
 API's used:
  • OpenGL®
  • GLEW
  • GLFW
  • Assimp
  • FreeImage
  • SWIG 
Picture time! (Yes, finally)
Bloomy dwarf. The exposure is a bit overkill on purpose. The FPS (ranging between 95 and 120) is low because I don't like optimizing code before it works, and then I forget to do so (also I work on my laptop, but it's reasonably powerful). It's a prototype engine anyways, so I don't put stress in optimizing.

I'm currently working on better way to make use of HDR rendering capabilities.