It´s been very quiet for a while and while I have a valid reason for it (space partitioning and other math related programming makes for a lack of visual results) I am going to show some pictures of what I got so far : ). Performance has been greatly increased and now I can actually start playing around with vastly bigger worlds which ofcourse is a good thing.
Alot of work has also been going in to improve the rendering pipeline because thats were most of my performance increase came from considering its very expensive to switch materials (textures, effects etc..) and when you have lots of cameras (shadowmaps) you really need a good way to keep track of all space partitioning and parts that make up the world.


Shadowmapping and a boundingbox render pass on the terrain geometry.
Im really happy with how much the quadtrees / octrees are able to cull away and combined with my rendering system where I only update them when neccesary while also caching the result so i can reuse it for different passes and even multiple times over a frame.

Here you can see how the quadtree have clipped away geometry that lies outside the view frustum.
As you can see the water is not culled away and that because the water only consists out of two stretched triangles and I would like making the water more realistic by using heightmaps and vertexshader but I leave that for another time.
The next thing to focus on will be models (loading from files and display multiple material models and prepare for bone animations)
Also I am feeling bad for not having written the neheb page yet but I currently got quite a bit of work todo thats not connected to this site or anything on it.
Cheers
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- Posted: 2009-09-22