Tag Archives: Shader

Rush for Glory

We started to make a simple game with the engine. so much work I have to do and the time is limited. deadline is so closed and I have no time to update the weblog frequently. in this regard, I started to develop the engine and editor simultaneously.

Currently, the engine has background loading of textures and geometries with 3 levels of LOD, step by step validation/invalidation system to load/unload resources in the scene, simple shader-based material system, particle system, AI path nodes ( POV ), a simple 2×2 PCF shadow map, an incomplete forward shading pipeline and some usual features which every engine should have. some works that I have done will described later.

Here are some screenshots: [Intel Sonoma 1.8 GH – Nvidia GF GO 6400]

Material editor

Particle system

use POV node to handle this game

using LOD increases performance dramatically