Deferred rendering in 1024/768. Depth of Field, Light Shatfs Post Process, Geo Clip mapping for terrain. Clouds from Nemo Krad. Cascaded Split Shadow Maps.
Piotr XNA Game Development Blog
środa, 2 lutego 2011
My work - 3D engine with deferred rendering
This blog i going to be a place for me to publish some news and information about my hobby - XNA 3D Game Development.
For a couple of years I'm fighting with my own 3D XNA Game Engine. It doesn't have a name and any documentation. It is created with a lot of examples and components published by XNA Community joined together in one big project.
I'm dreaming about below functionality:
- rendering huge terrains
- sky dome
- clouds
- oceans
- grass
- postprocess effects support
- particle system
- shadows
- animations
Everything in 3D actually rendered with deferred rendering method with cascaded shadow maps.
My final destination / goal - make all this things together working with physics engine, optimized working fast on XBOX 360.
Right now almost 80% done. I haven't got particles 3d engine and animation support. And Xbox 360 performance is very poor :(
For a couple of years I'm fighting with my own 3D XNA Game Engine. It doesn't have a name and any documentation. It is created with a lot of examples and components published by XNA Community joined together in one big project.
I'm dreaming about below functionality:
- rendering huge terrains
- sky dome
- clouds
- oceans
- grass
- postprocess effects support
- particle system
- shadows
- animations
Everything in 3D actually rendered with deferred rendering method with cascaded shadow maps.
My final destination / goal - make all this things together working with physics engine, optimized working fast on XBOX 360.
Right now almost 80% done. I haven't got particles 3d engine and animation support. And Xbox 360 performance is very poor :(
Subskrybuj:
Posty (Atom)