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How to skysaga
How to skysaga






The advantage of this system is that it is very cache friendly as the tokens are very compact and have local access to the data they need to submit. Every renderable entity submits the tokens needed to render it to an appropriate stream of tokens which the renderer collects in buffers, and processes them in order to sort and avoid redundant state setting, then submits to the D3D API. A token in the context of Meandros is a single operation that can set a Direct3D rendering state, a pixel shader, a texture, submit a drawcall etc. At the core of the renderer is a token submission and processing system. The game runs on a proprietary game engine, called Meandros. The procedural nature of the game, and the art and lighting requirements created many interesting rendering challenges which we had to overcome.

how to skysaga

The game also features a variety of biome types, from sunny or frozen forests, to scorching deserts and underground towns hidden in fog just to name a few. It additionally supports a day-night cycle, a weather system, translucent and solid shadows, clouds, lit transparencies, volumetric fog, and many dynamic lights. It has a very distinct aesthetic with vivid, saturated colours and complex lighting. SkySaga:Infinite Isles is a voxel based, sandbox, single/multiplayer exploration and crafting game currently in closed Alpha state.

how to skysaga

  • Experiments in Hybrid Raytraced Shadows.
  • Book review: 3D Graphics Rendering Cookbook.
  • The curious case of slow raytracing on a high end GPU.
  • The opinions expressed herein are my own. This blog is my scratchpad for graphics techniques I try and experiment with. Graphics programmer spending most of my waking hours making pixels prettier and faster.








    How to skysaga