Entries Tagged as 'OpenGL'
Greetings everybody!
It been a long time since this blog was updated, I know! Well I was kind of busy lately. Looking for a job, finding a job, then doing the job and finally trying to get some free time for summer vacation and free time projects. You know that getting a new job always makes […]
Programming · Sylphis · OpenGL
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I just release the source to Sylphis3D! Check out the story at the Developer Network.
The wait is over! Sylphis3D is officially released under the GNU GPL ver.2 (with the classpath exception for those that need closed source solutions). The engine weights at around 45000 lines of source code written in C++ and Python.
The source code […]
Open Source · Programming · OpenGL · Game Development · Software
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It’s been a month since the last Carnival of Game Programming and unfortunately there is not going to be a second one. The number of submitions was low and I can’t publish a carnival like that.
When a critical mass of posts is collected we will have a second carnival… no fixed dates and dead lines… […]
Programming · OpenGL · DirectX · Game Development
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I think this is good news on the doorstep today! Yeap! After long thoughts I came to the decision to finally open the source code of Sylphis3D. This is going to be a big step for the development of the game engine and I would really like to welcome you to it.
If you followed […]
Open Source · Programming · Sylphis · OpenGL · Game Development · Software
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The under development branch of Sylphis3D is going to support high quality terrain rendering. At the moment the terrain rendering code is in place and produces some very nice views! However the sky support was limited to skybox rendering. At first I thought I would just go for some HDR textured skybox. This was good […]
Programming · Sylphis · OpenGL · Game Development
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One thing that makes HDR rendering impressive is the bloom effect. In fact even if bloom is in a sense decoupled from HDR rendering, it is often confused with HDR. There are 3d engines out there that advertise bloom for HDR rendering, which is nonsense. You can have HDR rendering without bloom, and you can […]
Programming · Sylphis · OpenGL · DirectX · Game Development
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Here are some screenshots of the HDRR implementation in Sylphis3D. Sylphis3D is now capable of HDRR on video cards starting from ATI Radeon 9600 and nVidia FX5200 and up. (Yeap… no need for those expensive nVidia 6800 cards)…
Sylphis · OpenGL · Game Development
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Working heavily on pixel shaders the last few days, I came to realize some facts about the current way of treating the GPUs and how that way is inefficient/impractical and really doesn’t allow us to fully harness the powers of GPUs.
The progress of GPUs
When some years ago the first graphics accelerators came to light, the […]
Programming · Sylphis · OpenGL · DirectX · Game Development · Software · Hardware
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The sillent blog the last few days is due to the heavy work going on in Sylphis3D… I have almost completed work on the HDR implementation in the engine. It took some brains to put it in there, especialy since it had to work with Radeon 9600 and FX 5200 …
Stay tuned for […]
Programming · Sylphis · OpenGL · Game Development
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The time 1:52 in the morning and I just had those “OpenGL” moments again! It seems that the nightmare will never end. An other problem with RTT came up. As you know Sylphis3D uses the stencil shadow method, and therefore needs a stencil buffer. Now that I am implementing high dynamic range (HDR) rendering, I […]
Programming · OpenGL · Game Development
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