Over the past 3 weeks, i have been actively working on MageDx (For those wondering what MageDx is, it is basically a 3D rendering engine that i have been continuously working on during my free time). However, the code has not been maintained for quite some time and i am basically rewriting almost the entire engine again. I must say i am pretty satisfied with the result given the short period of development time.
So far i have the following features implemented on the engine side:
- Abstraction of graphics renderer
- Transparent shader data binding
- Post processing effect system
- High dynamic range lighting with eye adaptation
- Phong shader with support up to 4* per-pixel attenuated lights *(extendable)
- HDR Environment lighting using convoluted diffuse maps
- Parallel-split shadow mapping
- Depth of field
- Screen space ambient occlusion
- Screen space motion blur (camera only)
- Pre-Z pass (depth is used to rebuild world position)
- Vertex arrays supporting flexible vertex formats
- New geometry format using Autodesk FBX
- Improved material/shader system
- Effect state manager
- Real-time atmospheric scattering
1 comment:
niceeeeeeee....
Post a Comment