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Thursday, May 21, 2009

MageDx Tech Demo II

After 2 months of midnight coding (and constant hair pulling), i am proud to present MageDx tech demo II!!! Graphically, tech demo II is pretty much the same as tech demo I with the few exceptions listed below
  • 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 :)
New to MageDx is the integration of PhysX physics engine by NVIDIA. The integration took about a week and was pretty much easy and painless, though it took about another week to optimize it fully for the engine. This makes for some interesting physics simulations which will be shown later in the videos below.

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


















Thursday, March 12, 2009

MageDx Tech Demo

After almost 6 months of silence...finally an update!
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
and on the graphics side:
  • 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)
Features W.I.P:
  • Vertex arrays supporting flexible vertex formats
  • New geometry format using Autodesk FBX
  • Improved material/shader system
  • Effect state manager
  • Real-time atmospheric scattering
I guess that is pretty much it for now, time for some screenshots. :)

Saturday, August 23, 2008

I'm still alive...

Just a quick update to remind myself i need to update this blog with more stuff soon...

Friday, June 6, 2008

First post!

Let me officially start this blog by first introducing myself. My name is meide, i'm a 24 years old male, born in Singapore and currently working as a graphics programmer at Ksatria Gameworks. During my free time (which is getting lesser nowadays) i will be working on my own game engine called MageDx.

By this time you might be wondering... doesn't MageDx sounds familar? (Hint : Look all the way up ;) ) That's right! This blog was specifically created for MageDx! Here, i will be posting mostly on the progress of the development of the engine. (I used to have a website for MageDx which you can find here, but i found it too troublesome to maintain, that's why i decided to move my stuff here)

Of course, being a graphics programmer and a gamer, i'm also interested in anything that has to do with graphics and games in general as well so expect to see posts that covers these topics as well. I guess that's about it for my first official post, till next time then.

Btw Ksatria Gameworks is hiring! go to http://www.ksatria.com/Careers.html for more details!

Test!

Hello World! :)