Search found 47 matches
- 04 Mar 2019, 18:59
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29399
Re: Unlimited Light Sources with Clustered Forward Shading
You're probably right, I guess I was just curious if it was even something worth looking into. It seems pretty complex after reading some of the Detroit: Become Human GDC slides (although that's the AAA way of doing it -- of course it's going to seem complex. I was looking more for the "simples...
- 04 Mar 2019, 17:11
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29399
Re: Unlimited Light Sources with Clustered Forward Shading
I'd be interested in looking into implementing some kind of clustered forward or forward+ rendering for my Arena engine, since there's a few places in Arena where there's more than 5 or 6 lights touching the same space and it'd probably be slow to handle that the naive way. It might help a lot with ...
- 14 Nov 2018, 21:16
- Forum: Off Topic
- Topic: Some reasonable ideas for what might be in Starfield
- Replies: 4
- Views: 3418
Re: Some reasonable ideas for what might be in Starfield
I think I agree with you at least a little bit on that. Of course the system was an upgrade, but maybe I didn't see as much of the Radiant Story aspects because I usually didn't remove shopkeepers and other relevant people because I thought they were important to the game, so I rarely saw replacemen...
- 13 Nov 2018, 06:55
- Forum: Off Topic
- Topic: Some reasonable ideas for what might be in Starfield
- Replies: 4
- Views: 3418
Some reasonable ideas for what might be in Starfield
This post isn't necessarily what I want to have in Starfield. It's just educated guesses based on Bethesda's previous work, engineering expectations, and Bruce Nesmith's 2012 presentation that I think are reasonably believable for me to spend the time bringing it up here. They said the game is playa...
- 16 Sep 2018, 04:18
- Forum: Off Topic
- Topic: List of (other) FOSS game engine replacement projects
- Replies: 83
- Views: 82411
Re: List of (other) FOSS game engine replacement projects
Currently trying to finish up one last thing for 0.8.0, hopefully releasing either this weekend or next weekend
- 15 Sep 2018, 21:40
- Forum: Off Topic
- Topic: List of (other) FOSS game engine replacement projects
- Replies: 83
- Views: 82411
Re: List of (other) FOSS game engine replacement projects
Adding onto what psi29a said a few pages ago about Daggerfall Unity, if anyone would like to see Interkarma's perspective on it not being 100% FOSS, read his comment on this issue: https://github.com/Mindwerks/XLEngine/issues/27#issuecomment-381367415 Particularly this quote: As an aside, it's no ac...
- 20 Aug 2018, 07:41
- Forum: Off Topic
- Topic: NVIDIA Turing GPUs
- Replies: 8
- Views: 5717
Re: NVIDIA Turing GPUs
My engine for Arena used to do ray tracing on the GPU but I removed that renderer in favor of a simpler CPU-based, 2.5D one that's easier to prototype and maintain. I don't have to deal with shader compiling, platform incompatibilities, version mismatches, etc., etc.. The ray tracer had pretty nice ...
- 18 Jul 2018, 16:05
- Forum: Off Topic
- Topic: Brainstorming visible voxel management in OpenTESArena
- Replies: 2
- Views: 3418
Re: Brainstorming visible voxel management in OpenTESArena
Simple is good, yes. But I know that the visible voxel determination could be faster because the ray caster touches a lot of the same voxels with each ray (hence the wasted work), and I wouldn't have suggested the two ideas above if I didn't think I could do it :P. You don't get this far with an ope...
- 18 Jul 2018, 07:41
- Forum: Off Topic
- Topic: Brainstorming visible voxel management in OpenTESArena
- Replies: 2
- Views: 3418
Brainstorming visible voxel management in OpenTESArena
I've been brainstorming a couple ways of how to speed up visible voxel determination and frustum culling in my software renderer. Currently it's using 2.5D ray casting which is really naive and does a lot of wasteful calculations, but it works (it was just meant for prototyping anyway, and it's a ho...
- 15 May 2018, 17:55
- Forum: Off Topic
- Topic: OpenTESArena 0.7.0 Released!
- Replies: 9
- Views: 5546
Re: OpenTESArena 0.7.0 Released!
Ha ha! :D You wouldn't have the same project for Daggerfall by chance? What clocknova and psi29a said. I think an open-source project for Daggerfall would be too ambitious for me, so that's one reason why I chose Arena instead. Arena is just more simple overall, and it's easier to keep the project ...