Implemented spotlight shadowmapping (PCSS). Shadows get softer with distance. Not entirely accurate compared to ground truth raytraced shadows. (But it's cheaper). Still WIP. #gamedev#indiedev#screenshotsaturday
Rasterized point- & spotlights via clustered rendering are working now. (White on the left is spotlight.) Spotlights will be used for car headlights. Don't have Restir DI yet so raytracing will have too many temporal artifacts for that usecase (hence the workaround.). #gamedev
For those interested, a little demo of realtime raytraced diffuse lighting (alongside raytraced reflections and RTAO).
No prebaked lighting.
Running on a custom engine/framework (C++ & Vulkan).
#gamedev#indiedev
Raytraced diffuse lighting is implemented in-engine, but still need "traditional" rasterized lights for a specific usecase. Started implementing clustered shading.
(Green marks affected tiles, yellow shows the contained pointlight within it) #gamedev#indiedev
Playing around with artstyles (again). Using realtime raytracing effects. (Shadows, AO and reflections.)
Shadows and AO work fine but still having trouble finding a good way to denoise (soft) raytraced reflections without introducing visible ghosting. #Gamedev#indiedev
Implemented hardware raytraced world space ambient occlusion (RTAO). No baked lighting. Using 2 rays per pixel (1 ray + 1 bounce) by default and increasing it up to 5 (adaptive sampling) to reduce noise if nessecary. Has still a bit of image instability. #gamedev#indiedev
Working on custom vehicle physics and realtime raytracing in vulkan. Raytraced shadows, specular occlusion and 2 bounce world space ambient occlusion implemented. Still have to work on a denoiser (using higher ray count to compensate). Higher quality vid on YT. #gamedev#indiedev
Testing large scale dynamic rigidbodies. Wanted to have dynamic objects with interiors. Had to manually decompose the aircraft carrier into convex pieces (80+ in total). In this case the carrier can fall from the sky once damaged. #gamedev#indiedev#vulkan#cpp
Testing out a small mission/encounter intro animation. (Aircraft dropping into freefall from underside a larger carrier ship.) WIP and not final. Just playing around with ideas.
#gamedev#indiedev#vulkan#cpp#raytracing#screenshotsaturday
@bandinopla It's not flatshading. (At least not entirely.) Most objects have a faint noise-like texture applied to them. Helps with depth perception and makes objects stand out more without being visually jarring. (It's a small but noticeable difference.) Video compression hides this here.
Managed to implement inverse kinematics in my engine (for procedural animations). Short clip with a placeholder 3d mesh for one of the enemytypes. #gamedev#indiedev
Played around with gerstner waves parameters (4 waves in total) to model/animate a low-poly ocean. RT effects work thanks to g-buffer sampling for the first ray hit. (No BVH construction nessecary.) #gamedev#indiedev
Played around with color grading/tonemapping (filmic tonemapper + custom 3D LUT for color grading.) Also testing predictive aiming for AI (in this case turrets). Works ok-ish but aim is still slighly off. Amount of bullets exaggerated for comedic effect. #gamedev#indiedev
Trying to mix up how resource aquisition works. Implemented something akin to a "fulton recovery system". You can attach a weather baloon to objects which then get collected automatically once they reach a certain height in atmosphere. #gamedev#indiedev#screenshotsaturday
@FracturesAudio Not at that stage yet but once the time comes i'll be looking for a composer. :) The game will go more towards an arcade air combat game with (likely) some roguelike elements. Still working on the sandbox and figuring out what works as i go.
Managed to properly expose/implement jolt-physics constraints in my engine. So now you can grab stuff from the ground. (Both the player and the grabbed object are dynamic rigidbodies.) #gamedev#indiedev#screenshotsaturday