Media Summary: This talk is part of the Advances in Real-Time Rendering in Games course at SIGGRAPH 2025 ... Support Game Engine Series Last time, we finished everything that needs to be done in ... Video of my 3d project. This scene is rendered in 1920x1080 with deferred shading using a compute shader in the
Tile Based Lighting - Detailed Analysis & Overview
This talk is part of the Advances in Real-Time Rendering in Games course at SIGGRAPH 2025 ... Support Game Engine Series Last time, we finished everything that needs to be done in ... Video of my 3d project. This scene is rendered in 1920x1080 with deferred shading using a compute shader in the Support Game Engine Series In the previous video we started writing the SFML - 2D tile-based dynamic color lighting Support Game Engine Series Previously we wrote our very first compute shader for Primal ...
Orthographically projected textured squares, lit by using raycasting to figure out whether or not a For a game I'm working on. Still needs a lot of tweaking.