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	<title>Game development my way.</title>
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	<description>Game development my way.</description>
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		<title>Game development my way.</title>
		<link>http://gamedevgoro.wordpress.com</link>
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		<title>Renderer architecture</title>
		<link>http://gamedevgoro.wordpress.com/2012/01/31/renderer-architecture/</link>
		<comments>http://gamedevgoro.wordpress.com/2012/01/31/renderer-architecture/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 07:47:30 +0000</pubDate>
		<dc:creator>gamedevgoro</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://gamedevgoro.wordpress.com/?p=620</guid>
		<description><![CDATA[So yeah. I&#8217;ve been noticing a small dip in motivation towards writing my renderer. Part of why, is that I&#8217;ve started to notice the gaping holes that mar the potential beauty of it. As I&#8217;ve mentioned before my renderer right now is a &#8220;hybrid&#8221; between a forward renderer and a deferred renderer. I use both [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gamedevgoro.wordpress.com&amp;blog=6020618&amp;post=620&amp;subd=gamedevgoro&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>So yeah. I&#8217;ve been noticing a small dip in motivation towards writing my renderer. Part of why, is that I&#8217;ve started to notice the gaping holes that mar the potential beauty of it.</p>
<p>As I&#8217;ve mentioned before my renderer right now is a &#8220;hybrid&#8221; between a forward renderer and a deferred renderer.<br />
I use both of these hand-in-hand to produce a single image, and I&#8217;ve been careful to design it in a way that there isn&#8217;t that much data that gets wasted frame to frame.<br />
Where this system fails, however, is when you get a new idea of something you want to implement. My latest example of this was the water I posted about just before this post.</p>
<p>Now, I know I mentioned that I just basically hacked the water in there without much planning and such. And this is in no way false. But imagine my surprise when I examined it more thoroughly and it showed that there isn&#8217;t that much I could&#8217;ve done differently with the current setup.<br />
I&#8217;m saddened by this, because it means I have to spend even more time planning out this renderer, <em>just</em> as I thought I was getting closer to a working setup.</p>
<p>All planning and no programming makes me a dull boy.</p>
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		<title>Another showcase and some other stuff&#8230;</title>
		<link>http://gamedevgoro.wordpress.com/2012/01/30/another-showcase-and-some-other-stuff/</link>
		<comments>http://gamedevgoro.wordpress.com/2012/01/30/another-showcase-and-some-other-stuff/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 02:12:33 +0000</pubDate>
		<dc:creator>gamedevgoro</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Misc]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://gamedevgoro.wordpress.com/?p=613</guid>
		<description><![CDATA[(Also there&#8217;s that dagger again from the last video.) So. After that bit of video I&#8217;m going to hammer my fingers against this keyboard for a little while, like so: Just for a brief moment I&#8217;m going to tell you what you just saw in that video. The most apparent thing, I guess, is the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gamedevgoro.wordpress.com&amp;blog=6020618&amp;post=613&amp;subd=gamedevgoro&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/35859232' width='500' height='281' frameborder='0'></iframe></div>
<p>(Also there&#8217;s that dagger again from the last video.)<br />
So. After that bit of video I&#8217;m going to hammer my fingers against this keyboard for a little while, like so:</p>
<p>Just for a brief moment I&#8217;m going to tell you what you just saw in that video.<br />
The most apparent thing, I guess, is the water. Both the water plane and the flowing water out of the gargoyle&#8217;s face.<br />
The flow is just particles, as simple as that. Tiny billboards with textures, nothing fancy.</p>
<p>The water plane, however, is a little bit more complicated.<br />
The main feature I decided to implement was the refraction, the rippling of whatever is seen through the surface.<br />
So, because of this I left out reflections completely, and I decided to go with simple cubemap reflection for now.<br />
I also have a simple Fresnel term for the water, meaning the refractions/reflections are only visible depending on the viewer angle. Although this doesn&#8217;t show too much in this video.</p>
<p>There are plenty of things left to be done. Like specular highlights from nearby lights on the water surface, or depth &#8220;fog&#8221; etc.<br />
And after this little stunt my poor renderer is left bleeding. I picked it apart a lot and now it&#8217;s just kinda <em>there</em>, like some kind of mysterious monolith, staring back at me.</p>
<p>No, but on a serious note- the things in this video are seriously hacked together in a matter of hours, so there&#8217;s a good deal of negligence going on. That particle system, for example, is- I don&#8217;t dare to speak the words- <em>hard coded</em>.<br />
And it&#8217;s just tacked on top of everything else like a gross ol&#8217; band-aid.<br />
Bottom line: It&#8217;s, technically, ugly as hell.<br />
There are even some negligence visible in the video&#8230; Hint: Did you see that water-stream jump a little at times? That&#8217;s a frame-rate dependent bug. It did that when I was recording, but it doesn&#8217;t do that generally when I run it on my computer.</p>
<p>So why did I produce this monstrosity?<br />
Hey, gotta start somewhere. Now that I know what I want, I can work on a better way of implementing it. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Bye now. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>Tiny Showcase</title>
		<link>http://gamedevgoro.wordpress.com/2012/01/24/tiny-showcase/</link>
		<comments>http://gamedevgoro.wordpress.com/2012/01/24/tiny-showcase/#comments</comments>
		<pubDate>Tue, 24 Jan 2012 01:29:32 +0000</pubDate>
		<dc:creator>gamedevgoro</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://gamedevgoro.wordpress.com/?p=604</guid>
		<description><![CDATA[Here&#8217;s something I haven&#8217;t done earlier&#8230; A video! Yay! Watch it and then proceed to tremble on the ground from the awesomeness. I&#8217;m just kidding&#8230; It&#8217;s not that great. But it does show a model (which I also made), and my hybrid renderer in action. Now since I wanted the cubemap reflection to show a [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gamedevgoro.wordpress.com&amp;blog=6020618&amp;post=604&amp;subd=gamedevgoro&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>    <iframe src="http://player.vimeo.com/video/35543168" width="450" height="262" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Here&#8217;s something I haven&#8217;t done earlier&#8230; A video! Yay!</p>
<p>Watch it and then proceed to tremble on the ground from the awesomeness. I&#8217;m just kidding&#8230; It&#8217;s not that great.<br />
But it does show a model (which I also made), and my hybrid renderer in action.<br />
Now since I wanted the cubemap reflection to show a lot, and it didn&#8217;t, this video is partially a failure.<br />
But I&#8217;ll just go along with it for now.</p>
<p>I&#8217;m sure to post more videos if there&#8217;s anything interesting to show.</p>
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		<title>Piling up</title>
		<link>http://gamedevgoro.wordpress.com/2012/01/22/piling-up/</link>
		<comments>http://gamedevgoro.wordpress.com/2012/01/22/piling-up/#comments</comments>
		<pubDate>Sun, 22 Jan 2012 23:57:21 +0000</pubDate>
		<dc:creator>gamedevgoro</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://gamedevgoro.wordpress.com/?p=602</guid>
		<description><![CDATA[Engine work continues. I&#8217;ve added some new things and I&#8217;ve improved some other things. It&#8217;s going pretty effortlessly at this point. A preliminary CPU profiling session yielded in no issues at all really, so it&#8217;s also going good as far as performance goes. I&#8217;ve now completed the very basic animation support implementation that I started [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gamedevgoro.wordpress.com&amp;blog=6020618&amp;post=602&amp;subd=gamedevgoro&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Engine work continues. I&#8217;ve added some new things and I&#8217;ve improved some other things. It&#8217;s going pretty effortlessly at this point.<br />
A preliminary <a href="http://www.codersnotes.com/sleepy">CPU profiling</a> session yielded in no issues at all really, so it&#8217;s also going good as far as performance goes.</p>
<p>I&#8217;ve now completed the very basic animation support implementation that I started a while back and it&#8217;s actually kind of useable right now.<br />
It&#8217;s of course missing important things such as morph targets and IK support. (Though I probably won&#8217;t bother with IK just yet.)<br />
I&#8217;m also going to try to put in things such as &#8220;jiggle bones&#8221; and other secondary animation controllers just for completeness sake.</p>
<p>Even though most of what should be working is working right now, there&#8217;s still a mountain of things to change and fix that have to do with how the engine communicates with itself, primarily.<br />
The renderer right now is pretty self-sufficient. But since I decided to make it &#8220;absolute&#8221; it&#8217;s not very customizable from outside influence.<br />
I&#8217;m fine with this &#8220;design flaw&#8221;, since it was never my intention to make a really generalized engine anyhow, and for projects that need something else I can customize the pipeline.<br />
But all this is secondary, I feel. It&#8217;s important to have it working as intended first, <em>then</em> have it well implemented- once you know what the hell you&#8217;re doing.</p>
<p>Hmmm&#8230; That should be it for now. I&#8217;ll pop back in later to maybe post some screenshots.</p>
<p>Bye.</p>
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		<title>Stuff</title>
		<link>http://gamedevgoro.wordpress.com/2012/01/13/stuff-2/</link>
		<comments>http://gamedevgoro.wordpress.com/2012/01/13/stuff-2/#comments</comments>
		<pubDate>Fri, 13 Jan 2012 17:01:48 +0000</pubDate>
		<dc:creator>gamedevgoro</dc:creator>
				<category><![CDATA[Junebug]]></category>
		<category><![CDATA[Misc]]></category>

		<guid isPermaLink="false">http://gamedevgoro.wordpress.com/?p=590</guid>
		<description><![CDATA[Engine is coming along just fine, there are no major roadblocks as far as I can see. Nothing much to say, really. It just goes on. No end in sight either, and I don&#8217;t think there will ever be a real end in sight. Does that happen when the first game that uses the engine [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gamedevgoro.wordpress.com&amp;blog=6020618&amp;post=590&amp;subd=gamedevgoro&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Engine is coming along just fine, there are no major roadblocks as far as I can see. Nothing much to say, really. It just goes on. No end in sight either, and I don&#8217;t think there will ever be a real end in sight. Does that happen when the first game that uses the engine is released? Is that the end? I don&#8217;t know.<br />
Either way, it&#8217;s all fine. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Now on to another thing that I touched upon like two posts back, that project that I was working on.<br />
Well I might as well say what it is, since I&#8217;m likely going to be posting progress stuff on here.<br />
Since I apparently can&#8217;t get enough of it, having it be my primary programming endeavor, I am actually writing another engine.<br />
But this time it&#8217;s downgraded one dimension which effectively puts it in 2 dimensions.<br />
It&#8217;s a 2d engine! <img src='http://s0.wp.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /><br />
<img src="http://gamedevgoro.files.wordpress.com/2012/01/jiblib1.png?w=450&#038;h=225" alt="" title="jiblib" width="450" height="225" class="alignnone size-full wp-image-597" /><br />
<em>(That subtitle is not actually accurate, but there will be coding&#8230; And engines&#8230; Err&#8230; Engine. Note also that the name &#8220;Junebug&#8221; is just a codename for this project.)</em><br />
I call it <strong>Junebug</strong>, originally named as a reminder for me to keep it small, to keep it <em>reeeaaally</em> tiny. Like a Junebug.</p>
<p>Now this project isn&#8217;t without its own share of ifs and buts, most of which have to do with the end result.<br />
The original goal is to actually release this library as <a href="http://en.wikipedia.org/wiki/Open_source">open source</a> where I just flat out give out all the code to the library, how it works and someone, somewhere might have a laugh with how poorly it is written.<br />
I&#8217;m also aiming at making it <a href="http://en.wikipedia.org/wiki/Cross_platform">cross-platform</a> (to some extent). Simply because it&#8217;s something I love and I want to work on that, or start working on that stuff since it&#8217;s for me, as a developer, a thing I haven&#8217;t done before. The downside is that I&#8217;ll only be able to work on Linux and Windows. I&#8217;d be happy to work on other platforms but from a practical standpoint that is not possible right now.<br />
<em><strong>But.</strong></em> All of the above can only happen if I&#8217;m satisfied with the end result and if I think that it might actually benefit from an.. uh&#8230; &#8220;open-source&#8230; ification.&#8221;. And by those parameters alone it&#8217;s already <em>very</em> arbitrary.<br />
Nevertheless, we&#8217;ll see how it turns out. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>This is going to be my new go-to toy whenever I&#8217;m feeling worn down by other stuff, so I can&#8217;t guarantee that I&#8217;ll work on it that much. But right now I&#8217;m eager to get the foundation up and running at least.</p>
<p>I might have to make another post sometime soon that goes through the project a little more in depth, but until that time this is just an idea, basically. Yes, the project is established enough to have a codename and a cute little logo, But I still regard it as an &#8220;idea&#8221;. Making it sound too official is scary to me.<br />
Also, in cold reality it&#8217;s just a small project that I can work on, it doesn&#8217;t have to amount to anything at all really. It&#8217;s just like my 3d engine, but smaller, and&#8230; Different.</p>
<p>More details on this at a later time. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Awaiting the fall&#8230;</title>
		<link>http://gamedevgoro.wordpress.com/2012/01/08/awaiting-the-fall/</link>
		<comments>http://gamedevgoro.wordpress.com/2012/01/08/awaiting-the-fall/#comments</comments>
		<pubDate>Sun, 08 Jan 2012 01:20:19 +0000</pubDate>
		<dc:creator>gamedevgoro</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://gamedevgoro.wordpress.com/?p=588</guid>
		<description><![CDATA[Yeah, guess I bought myself some time by fixing that animation problem. It turns out that I wasn&#8217;t using the right matrix after all. Still not quite sure what the difference exactly is, but the point is it works now. And by &#8220;works&#8221; I mean that it&#8217;s on par with the old exporter (for Blender [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gamedevgoro.wordpress.com&amp;blog=6020618&amp;post=588&amp;subd=gamedevgoro&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Yeah, guess I bought myself some time by fixing that animation problem. It turns out that I wasn&#8217;t using the right matrix after all. Still not quite sure what the difference exactly is, but the point is it works now.</p>
<p>And by &#8220;works&#8221; I mean that it&#8217;s on par with the old exporter (for Blender 2.49b that I have mentioned on several occasions) and what results it managed to spit out back in its heyday.</p>
<p>The rotations are nowadays stored as Quaternions without the &#8216;W&#8217; component opposed to Euler angles like they were back then. I recreate the &#8216;W&#8217; component when I load the animations, mostly to conserve a little space in the format, storing a 3d vector instead of the 4d.</p>
<p>That&#8217;s all for now&#8230; <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>One step forward, two steps back&#8230;</title>
		<link>http://gamedevgoro.wordpress.com/2012/01/06/one-step-forward-two-steps-back/</link>
		<comments>http://gamedevgoro.wordpress.com/2012/01/06/one-step-forward-two-steps-back/#comments</comments>
		<pubDate>Fri, 06 Jan 2012 07:47:38 +0000</pubDate>
		<dc:creator>gamedevgoro</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://gamedevgoro.wordpress.com/?p=582</guid>
		<description><![CDATA[That&#8217;s basically what&#8217;s going on right now. When the other stuff start to fall into place, with writing a renderer that&#8217;s not complete crap and all, the other stuff started breaking down. It&#8217;s the dreaded animation again, the Blender switch I made a while back broke something. But without the chance to really mess with [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gamedevgoro.wordpress.com&amp;blog=6020618&amp;post=582&amp;subd=gamedevgoro&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>That&#8217;s basically what&#8217;s going on right now. When the other stuff start to fall into place, with writing a renderer that&#8217;s not complete crap and all, the other stuff started breaking down.</p>
<p>It&#8217;s the dreaded animation again, the Blender switch I made a while back broke something. But without the chance to really mess with it inside the engine I didn&#8217;t know that it was broken. So I just chalked it up as a smooth conversion and didn&#8217;t think about it more.<br />
But that has changed, in a bad way. It&#8217;s completely messed up and that&#8217;s because how I dealt with matrices back in the old Blender Python API doesn&#8217;t translate that great into the new API.<br />
Or maybe they do translate 1:1 but I just haven&#8217;t found the right matrices yet.</p>
<p>It really seems like I can&#8217;t catch a break with this at all. Even when I&#8217;m doing my best at logically tracking what&#8217;s going on with the matrices it leaves me confused. It&#8217;s actually come to the point where I&#8217;m starting to blame the API for pulling tricks behind my back, knowing of course that that&#8217;s just a lame excuse, if any.</p>
<p>So, in the worst case scenario I get to spend a little more time with the old exporter for Blender 2.49. Just until I figure that stuff out with the newer one.</p>
<p>I&#8217;ll figure it out somehow&#8230;</p>
<p>Back to it&#8230; <em>Wheeeeee&#8230;</em></p>
<p>Edit: Forgot to mention. There&#8217;s a project I&#8217;ve been working on, sort of like a toy project just to do something different alongside everything else. And I might make a sort of an &#8220;announcement&#8221; post about it here. I&#8217;m just not sure if I&#8217;m going to follow through with that project to the end, since it does have a planned &#8220;end goal&#8221; type thing.<br />
We&#8217;ll see. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Engine demo WIP</title>
		<link>http://gamedevgoro.wordpress.com/2011/12/17/engine-demo-wip/</link>
		<comments>http://gamedevgoro.wordpress.com/2011/12/17/engine-demo-wip/#comments</comments>
		<pubDate>Sat, 17 Dec 2011 13:12:03 +0000</pubDate>
		<dc:creator>gamedevgoro</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Misc]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://gamedevgoro.wordpress.com/?p=575</guid>
		<description><![CDATA[So, it&#8217;s finally time to make my hard work amount for something, and I&#8217;m in the middle of composing a small demo to show off the engine&#8217;s features and such. The following screenshots are direct shots taken from the demo render. The apparent state of the engine is that it only has the simple features [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gamedevgoro.wordpress.com&amp;blog=6020618&amp;post=575&amp;subd=gamedevgoro&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>So, it&#8217;s finally time to make my hard work amount for something, and I&#8217;m in the middle of composing a small demo to show off the engine&#8217;s features and such.<br />
The following screenshots are direct shots taken from the demo render. The apparent state of the engine is that it only has the simple features working. I have no post-processing effects going on, since they haven&#8217;t been implemented yet. ( so no anti-aliasing :/ )<br />
But regardless it should show the immediate quality of it.<br />
<a href="http://gamedevgoro.files.wordpress.com/2011/12/engshot01_1.jpg"><img class="alignnone size-medium wp-image-576" title="engshot01_1" src="http://gamedevgoro.files.wordpress.com/2011/12/engshot01_1.jpg?w=300&#038;h=280" alt="" width="300" height="280" /></a></p>
<p><a href="http://gamedevgoro.files.wordpress.com/2011/12/engshot02_1.jpg"><img class="alignnone size-medium wp-image-577" title="engshot02_1" src="http://gamedevgoro.files.wordpress.com/2011/12/engshot02_1.jpg?w=300&#038;h=214" alt="" width="300" height="214" /></a><br />
(Click on them for larger size.)</p>
<p>They are both of the same scene, obviously, but one of them contains an orange light in shot, which right now circles around the scene.</p>
<p>There are some things that cannot be seen that easily in the screenshots that the engine does. The metallic and glass surfaces in the scene are actually faking a reflection by using simple cubemapping. Since this cannot be seen in still shots like these, I&#8217;m planning on putting up a video once the demo scene is done.</p>
<p>So, I&#8217;ll just continue now. Bye. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Continued: The little deferred renderer that almost could</title>
		<link>http://gamedevgoro.wordpress.com/2011/12/11/continued-the-little-deferred-renderer-that-almost-could/</link>
		<comments>http://gamedevgoro.wordpress.com/2011/12/11/continued-the-little-deferred-renderer-that-almost-could/#comments</comments>
		<pubDate>Sun, 11 Dec 2011 20:49:32 +0000</pubDate>
		<dc:creator>gamedevgoro</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://gamedevgoro.wordpress.com/?p=573</guid>
		<description><![CDATA[So, I went against my better judgment and I tried my hand at fixing the deferred rendering again, and this time I actually was able to determine what that little &#8220;something&#8221; was that was wrong. It was a value range that was supposed to be normalized but wasn&#8217;t&#8230; *cough* It&#8217;s almost always something trivial, but [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gamedevgoro.wordpress.com&amp;blog=6020618&amp;post=573&amp;subd=gamedevgoro&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>So, I went against my better judgment and I tried my hand at fixing the deferred rendering again, and this time I actually was able to determine what that little &#8220;something&#8221; was that was wrong.<br />
It was a value range that was supposed to be normalized but wasn&#8217;t&#8230; *cough*</p>
<p>It&#8217;s almost always something trivial, but you never expect it to be that simple, do you?<br />
Anyhow. It works fine now. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
I started working a little on some actual optimization, and so far it&#8217;s going pretty good, except for some <em>tiny</em> bugs creeping in, but those can probably be squashed pretty effortlessly.<br />
In fact, the only thing that doesn&#8217;t work right now is the stencil culling routine for eliminating more of those pesky overdrawn pixels.</p>
<p>I&#8217;ll just get back to it now, it&#8217;s so exciting! <img src='http://s0.wp.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>The little deferred renderer that almost could</title>
		<link>http://gamedevgoro.wordpress.com/2011/12/07/the-little-deferred-renderer-that-almost-could/</link>
		<comments>http://gamedevgoro.wordpress.com/2011/12/07/the-little-deferred-renderer-that-almost-could/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 01:47:13 +0000</pubDate>
		<dc:creator>gamedevgoro</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://gamedevgoro.wordpress.com/?p=569</guid>
		<description><![CDATA[Yep. This is the part where I hit my first snag. But regardless it&#8217;s not that big of a deal right now. It&#8217;s once more about the different spaces making it difficult on my poor brain. And it feels a little counter-productive to have results that almost work. Right now I try to keep my [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gamedevgoro.wordpress.com&amp;blog=6020618&amp;post=569&amp;subd=gamedevgoro&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Yep.</p>
<p>This is the part where I hit my first snag.<br />
But regardless it&#8217;s not that big of a deal right now.</p>
<p>It&#8217;s once more about the different spaces making it difficult on my poor brain.<br />
And it feels a little counter-productive to have results that <em>almost</em> work.<br />
Right now I try to keep my spaces in world space, as I find it more intuitive that way than other spaces such as view space. But I&#8217;ll eventually get to view space when I need to really optimize it.</p>
<p>So as I said, everything is in world space, <em>except</em> for depth, which I store as linear scene z depth.<br />
I then go on to recreate a view space position from this depth and <em>then</em> convert it into world space to accommodate the other data.<br />
But this just produces an &#8220;almost right&#8221; result. There&#8217;s something I&#8217;m missing, but I just don&#8217;t know what yet.</p>
<p>But like I said, I can roll with the world space position buffer a little while longer. I&#8217;m not really supposed to deal with optimizations just yet, but I&#8217;m just a human. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>So anyway, it looks to me that this renderer will be a pretty sweet base for my projects if and when I do get the basic optimizations working for the deferred renderer.</p>
<p>Back to it! <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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