Alexandre
@kooparse.com
46 followers 140 following 51 posts
Working on something that will see the sunlight one day; but we must be patient.
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“Lost in a surreal and strange maze where nothing really makes sense in the way we know it…” #indiedev #gamedev #indiegames #screenshotsaturday
On dit que cet endroit est le bout du monde, que comme la vie, il n’y a rien après. Que seul les désemparés venaient se perdre ici à tout jamais. #indiedev #gamedev #indiegames #screenshotsaturday
They say this place is the end of the world, that like life there is nothing after. Only the forsaken came here to lose themselves for eternity. #indiedev #gamedev #indiegames #screenshotsaturday
Edgar contemple les tombes et les mausolées. On dit que les dieux sont enterrés ici. Bien loin de la cacophonie des batailles à leurs noms. Jadis, lui aussi se battait pour l’un d’eux. Les dieux sont partis depuis fort longtemps, seules les pierres survivent à la folie des hommes.
Edgar gazes upon the graves and mausoleums. They say the gods are buried here. Far away from the cacophony of battles fought in their names. Once, he too fought for one of them. The gods have been gone for ages, and only the stones outlast the madness of men.
Des dédales à n’en plus finir et le temps qui semble s’être arrêté depuis une éternité. Edgar poursuit son chemin, cela fait des jours qu’il navigue à l’aveugle la région du Roi Fou...
A tangled path without end, and time that seems to have stopped for an eternity. Edgar continues on his way; it has been days that he has wandered blindly through the region of the Mad King...
The main issue is how I blend probes. It’s too simple right now, and the grid becomes visible when nearby probes fluctuate between cells. It’s worse with sparse probes. I’ll try something new soon! But I want to avoids building a tetrahedral volume like big engines do...
To easily get the surrounding probes from shaders, all probes are spatialized in a 5x5x5 grid. Still, I have to sort them in the shader to find the nearest four probes among the surrounding ones, and that’s not great and bloats performance right now.
How it works: I place probes in the scene, which are just entities from my editor’s point of view. The baking system is pretty simple: I raycast a few times from each probe to get the irradiance of surrounding objects, then aggregate the results and store them as 9 spherical harmonic coefficients.
I took a few days to dive into how I could compute indirect lighting in my game, and it was easier than I thought to get a working system. I like the result, it already adds a lot to the scene. But it still needs more work! #screenshotsaturday #gamedev
Early this week, I added a few things to the profiler I’m using in the codebase, including sorting, navigating the hierarchy, in the code being able to customize the name of the area, and a visual line display. It’s entirely based on the Iprof runtime code. #screenshotsaturday #gamedev
For today, I don’t have much to show; I lost my mind with this spatial grid optimization... pure rabbit hole. In the end, it’s not worth it for mesh culling (at the moment), but definitely worth it for querying the near entities for collision detection and raycasting! #screenshotsaturday #gamedev
Also, the SSAO target texture is now half the size of the framebuffer, then upscaled later. This resulted in a significant performance gain with almost no visual cost.
After a few days optimizing the way I was gathering and sending objects to the GPU, the game is running smoothly again. It’s a relief, also the big step forward now would be to use some spatial grid algorithm, but that’s for another time! #gamedev
Thanks; it's a symbol, a totem, a direction even, of the game I'm trying to make.
That was a super interesting talk, thank you very much! Indeed, probably a bit of overkill for now, but there's some clever tricks there, like reusing/cached ray projections, how they blend probes...
And the more I read about lighting probes, the more I’m thinking that I could scratch a basic implementation in a week, but I don’t want to fall into some kind of rabbit hole...
I’m thinking about basic irradiance probes, it could be a good enough solution (at least for now). Each probe would be an individual entity, and could be placed manually at first. The results of the computed irradiance are easily serialized too.
The game is largely populated by static entities, so baking lightmaps would probably give the best result. But it’s also pretty complex to implement in the current engine right now...
I’m starting to think of ways to take into account indirect lighting in the game. It would have a great impact on the overall feeling. #indiegames #indiedev #gamedev
I definitely want a darker tone for Oleg, but the art direction is still not the priority right now.
What has been very hard, and I suppose will remain so for a long time, is finding a way to bring together everything a game is made of into a cohesive whole. #indiegames #indiedev #gamedev
And I judge how good a programing language is, through this exact metric: Its ability to let me stay in that flow, in that process.