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GUI Design

Posted by Josh Klint, 23 June 2016 · 274 views

Just thinking out loud here, and I am considering designing the GUI like this:

The GUI class handles events, window clipping, widget layout, etc.  Rather than having a bunch of C++ classes that extend a base Widget class, there would just be the Widget class with a Lua script attached to it.  The Lua script would handle all events and drawing, so it would...


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Beta update available

Posted by Josh Klint, 10 June 2016 · 231 views

An update is available on the beta branch.  This includes all recent bug fixes, and is a full build with C++ libs for Windows and Linux.

The following header search path needs to be added to your Visual Studio...


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Beta update available

Posted by Josh Klint, 04 June 2016 · 413 views

An update is available on the beta branch.  This only updates the editor, only on Windows.

The environment probe entity should now be available to create in the editor, for all users.

When shaders are compiled with the "Debug" button (F5) they will now be run through the...


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Leadwerks 4.1 Beta

Posted by Josh Klint, 02 June 2016 · 736 views

Leadwerks Game Engine 4.1 beta is now available on the beta branch on Steam.  This is the final version 4.1, barring any bug fixes that are made before the release later this month.  I am going to focus on just resolving bug reports and adding new documentation for...


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Banding and Dithering

Posted by Josh Klint, 17 May 2016 · 483 views

I came across a very interesting presentation that talks about how to avoid "banding" artifacts in game graphics.  The author uses dithering to add noise to an image and break up the visible lines your eye can detect.  This even works with audio.  When noise is added to the mix, the original tune...


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High Dynamic Range Rendering

Posted by Josh Klint, 16 May 2016 · 418 views

First, there's a lot of confusion about what HDR actually is, and I want to clear it up.  HDR does not automatically mean "iris adjustment" although the two often go together.  HDR, at its simplest, means that colors won't get washed out during the rendering pipeline.

Game graphics inputs are 8-bit (per channel textures).  The output is...


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Try the new environment probes

Posted by Josh Klint, 16 May 2016 · 657 views

Environment probes are now available on the beta branch.  To access them, you must set the "UnlockBetaFeatures" setting in the config file to 1, then start the editor.  Environment probes are available in the "Effects" object creation category.

Environment probes should be placed with one in each room.  Use the object scale to make the...


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Global Illumination Research Pt 6

Posted by Josh Klint, 14 May 2016 · 640 views

A "roughness" property has been added in the material editor.  This is a simple slider with a value from zero to one.  (The default material roughness value is 0.5, so all your existing materials won't turn into mirrors when the update comes).  Changing the roughness value will have no visible effect unless an environment probe is visible in...


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Global Illumination Research Pt 5

Posted by Josh Klint, 14 May 2016 · 367 views

I was able to work out the shader fixes and now I can show you a good schematic of how the new lighting system works. Instead of a single light source, we now have three types of lighting that are combined for the final render.  Direct lighting is the standard deferred lighting model you know and love from Leadwerks.  This looks great, but shadowed areas...


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Global Illumination Research Pt 4

Posted by Josh Klint, 13 May 2016 · 321 views

I've been puzzling over a problem that exhibits itself on flat surfaces.  Cubemap reflections appear "jittery" as if they are been rounded off to a lower-precision float.  At first I thought this might mean that our best-fit normals routine using 8 bits per channel might lack the precision needed for cubemap reflections.  However, when I...






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