Hello All,
Hope all are doing great. Last two weeks has been pretty hectic as usual. Pradeep trying hard on Bowler model and its animation. It may take some time till he gets that done. In the meanwhile, I was hell bent on implementing some important effects.
1) Shadows
2) Bloom
3) HDR
My current shadow implementation is a Shadow Map with 4?4 PCF filtering and took an unexpected 6 days to implement. For details, you can search using in your favorite search engine. But my scene is really big and to get more quality I may have to use Parallel Split Shadow Maps. But I will look into that later. My laptop which has ATI Radeon HD 3670, runs the game at constant 60 FPS (as I am using Fixed time step) but with the shadows it comes down to 25 FPS. But on some research found that this is expected and shadows are some of the most taxing parts of Game rendering.
I also added a basic Bloom Effect with a basic Blur. When I next get chance I would change the normal blur to Gaussian Blur. It has some variable parameters that can change the overall bloom effect.
Haven’t started to work on HDR but will be doing that very soon. In the meanwhile we are also borrowing support from Vikas who will be helping us on 2D textures. So if you don’t like the Pitch/Ground textures, you know whom to catch (just kidding).
From a game engine perspective, I can now formally make it public that we will be implementing a Dynamic Time of Day. What does it mean? Well, basically we have an inbuilt timer which in conjunction with the game timer will simulate time of day. So based on time of day, the light direction color changes too…so you can expect same behavior in game as well .
Sorry for more-than-required technical details, but unfortunately nothing else was done either .
Now you can follow me on twitter.com/das_vicky.
Some sample views of "before and after" bloom effect can also found in our official blog.