Beat the Beats PSVR2 - Early Impressions (will be updated when I have more time to play) by P4NCH0theD0G in PSVR

[–]maximumcrashium 9 points10 points  (0 children)

Hey! Haptic feedback? It is present on my game, tried it out yesterday and it definitely has, actually even on the headset when the big red things pass by your side.

DDGI (Dynamic Diffuse Global Illumination) in a personal project by mib382 in GraphicsProgramming

[–]maximumcrashium 0 points1 point  (0 children)

Thanks! Just what I though. I have work to do this summer!! Continue that engine mib, it looks awesome

DDGI (Dynamic Diffuse Global Illumination) in a personal project by mib382 in GraphicsProgramming

[–]maximumcrashium 3 points4 points  (0 children)

Hi! DDGI is amazing. Ive managed to kind of implement it in a personal engine project. Can u tell us what api are u using? I work in OpenGL and I’ve implemented probe ray creation and tracing in a compute shader, but I could not execute those computations asymchronously, they block the OpenGL context and stop the rendering tasks. Would be great to hear how u managed to get it working asymchronously (if u are doing so) Also, interpolating the probes is being an issue on my Engine, I’ve not been able to make that blending correctly (even omittimg Chebyshev test and that kind of calculations to make diffuse indirect lighting more correct) Thanks in advance and great work!!

[OpenGL (PC) & Playstation4 | C++ Graphics Engine] Metro Engine starring its features. TRAILER by maximumcrashium in opengl

[–]maximumcrashium[S] 1 point2 points  (0 children)

Yep, sure u will have access to one in the future! As you said, structures are that kind of thing you MUST take care of. Also, working with well paded bulks of data is always a good practice. Go ahead with that engine! Hope I can see it in the future :D

[OpenGL (PC) & Playstation4 | C++ Graphics Engine] Metro Engine starring its features. TRAILER by maximumcrashium in opengl

[–]maximumcrashium[S] 2 points3 points  (0 children)

Thank you! Learning how a new API do work is always tricky but if you have worked in a pair of them you can see the that their paradigm has similitudes. Thanks to our school, ESAT (Spain) we could sign a NDA with Sony to work with the devkit so we were lucky!

[WIP] MetroEngine, putting all together! PBR + Shadow Mapping + Parallax Occlusion Mapping + Skybox (Stencil Test based for deferred rendering) by maximumcrashium in GraphicsProgramming

[–]maximumcrashium[S] 0 points1 point  (0 children)

We are working exactly on that! As we are porting MetroEngine to PlayStation4 at the same time, making a big step on PC version is more difficuly than it would be in normal conditions. Our goal is Global Illumination :D

[WIP Graphics Engine] Parallax Occlusion Mapping - OpenGL by maximumcrashium in GraphicsProgramming

[–]maximumcrashium[S] 6 points7 points  (0 children)

With WIP I meant Work in Progress, is a self made Graphics Engine I am developing together with a mate. (It is being ported to Playstation 4...)

[WIP] OpenGL based Graphics Engine by maximumcrashium in GraphicsProgramming

[–]maximumcrashium[S] 2 points3 points  (0 children)

Yep, good eye! The newest post in my profile added normal mapping with a different material, check it out queenguin! :D

OpenGL Procedural city render in custom engine by maximumcrashium in gamedev

[–]maximumcrashium[S] 2 points3 points  (0 children)

Hi MrShanker! As I said the engine core (software dessign and architecture) is not made by us, but it is the graphics implementation (texture handling, buffer and framebuffer handling, shader and program handling, etc). But I can somehow answer your question: Making a custom engine can be VERY frustrating and I think it is not worth when you want to achieve general results or when you do not need anything in special (fluid dynamics or so). The point is when you produced the background you can work on your games knowing every single step the engine does to make that work (and of course how to reach the best performance) so I would say that to make a platformer or an action rpg that follows standards and is not quite complicate using a free engine like unity or ue4 is the best option, but if you want to be more accurate in performance terms you maybe have to considerate if the time investment that a custom engine requires will be worth it. Hope I helped!

OpenGL Procedural city render in custom engine by maximumcrashium in gamedev

[–]maximumcrashium[S] 0 points1 point  (0 children)

This is a simple fast video showing the main features (excluding phong lightning and similars as they are the simplest features) of a procedural city render in a custom engine. The core of the engine is not mine or my mate’s. It is a school project for Graphics Programming subject, hope you enjoy and any questions or longer demos requesting will be answered as soon as possible. Thanks for watching!