Y-Soul Trailer (Gameplay)

Here is the trailer made for the Digipen Game Awards. I have forgotten to put it on the blog for quite a long time.

This is all gameplay recorded with fraps and nicely cut to fit the music :D

Blue Sphere – HD

Its just like blue sphere a little bit incomplete of course, but disregard. This is just a test, so its not designed to be a fully working version of blue sphere.

Thanks SEGA for creating such an amazing mini-game so long ago, I’m quite impressed on how they actually programmed it with the capabilities of the Sega Genesis.

blue sphere hd no shading

blue sphere hd no shading

Y-Soul

Y-Soul got a 9 for progress! That was amazing and unexpected, but i’m glad that was the result. Still we have a lot to do before this game is deemed complete.

Deferred Renderer Transparency

Finally got transparency working inside the deferred renderer using quite an ingenious trick from David Pangerl in the ShaderX7 book. Normally transparency as I tried before is done using forward shading on those transparent objects and composing them on the deferred scene in the end. This brings some problems as you can see some difference in the lighting technique. This method, of interlacing the alpha channel works great and is completely fool proof, though brings a small performance hit and the need to use Pixel Shader Model 3 for this or create some kind of hack to get the pixel coordinates XD Until then PS3 is necessary.

Picture you bet!

transparency deferred shading renderer

Transparency in Deferred Renderer

Transparency one of the greatest woes in deferred shading!

Deferred Renderer

Time passed by and just by watching that unshaded world just kept driving my insanity and madness further.  This had to stop! It was when for a great rip in space-time I heard about deferred shading and how beautiful it is. I have to say IT IS!

After reading some interesting papers from NVIDIA I started implementing the deferred renderer and I have to say it was quite a success. I’m quite happy with what I have accomplished but yet there is way more to do.

HDR, depth of field, motion blur…. YOU SAY!

Here are some pictures of the Neko Engine Deferred Renderer and a small low-quality video. (Yes ladies and gentlemen, I’m obsessed with HD, because 800×600 wants me to kill myself)

Deferred Renderer Screenshot 1Deferred Renderer Screenshot 2