• Register

Immersive first-person parkour in a surreal, physics-driven voxel world. Every move can modify the environment. Surfaces pop in and out of existence at will.

Post news Report RSS Screenshot Saturday 167

With the Kickstarter finished, it’s back to our regularly scheduled programming! New effects for the slow-motion predictive block system, plus upgrading the graphics engine with true HDR and better bloom.

Posted by on

I am in the middle of a major graphics engine upgrade. This whole time I’ve been using fake HDR. Basically I divide every color by 2 when storing it in a texture, then multiply it by 2 whenever I read it from the texture. It works but you end up with lower color fidelity.

Now everything is done in full 64-bit floating point textures. Here’s an exaggerated before/after shot so you can see the difference. Notice the color banding on the left.

I was also skipping a few major steps of the usual recipe for bloom, namely downsampling and later resampling with a linear filter. The new bloom effect is much prettier. Here it is in action, along with some crazy geometry bugs I encountered while optimizing the vertex buffer code:

Lastly, I’m experimenting with a new effect for the slow-motion predictive block system:

That’s it for this week. Thanks for reading!

Mirrored on my blog

Post comment Comments
e_Glyde
e_Glyde - - 331 comments

That's a bug? More like a feature, because that looks so cool.

Reply Good karma Bad karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: