- unit cube clipping has been implemented on parallel-spiit shadow mapping to improve the quality of shadow rendering
- occlusion radius for screen space ambient occlusion has been fine-tuned for the scene
- reduce bleeding effect on the boundaries for depth of field
- improved occlusion culling
- better looking 3D models with proper specular maps :)
Also new to MageDx is the asset converter which is conveniently named MageDx asset converter (MDAC). Basically the asset converter converts an Autodesk FBX file to an internal file format that can used by the engine to load in 3D models. It also performs vertex cache optimizations on the meshes using Tootle provided by ATI/AMD.
The most notable feature (or in this case tool) that took most of my development time was the MageDx WYSIWYG level editor. The development of the editor allows for fast and easy manipulating and editing of objects in a level and was used to create the level seen in tech demo II. More information on the editor however will come in a later post (as there is quite a significant amount of stuff to talk about and i do not want to lengthen this post any further).
That is it! Time for videos and screenshots!
P.S. The hello kitty box is an insider joke =P
1 comment:
yo Meide, looking good! Missed your hello kitties. hehehe... Still carrying on with your break?
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