My computer is now up and running and I have just finished loading Visual Studio, DirectX SDK and various other bits that I never realised I needed until it was gone. I also downloaded the Unity3D Engine and although I'm in the middle of creating my shadow maps I have been looking at some of the tutorials shown on the website. Once the shadow mapping is done I think there is a good chance I might try out Unity and have a play around with some different ideas. It would be great to get some more Engine experience as well, as for the past year I have been diving round in the working of DirectX and forgotten about actual game development.
I have spent the last few days fixing my desktop PC due to the fact that during my third year of university it completely crashed and would not load windows. This meant that for at least half of my third year I was using a laptop to do all my development which was slightly frustrating.
My computer is now up and running and I have just finished loading Visual Studio, DirectX SDK and various other bits that I never realised I needed until it was gone. I also downloaded the Unity3D Engine and although I'm in the middle of creating my shadow maps I have been looking at some of the tutorials shown on the website. Once the shadow mapping is done I think there is a good chance I might try out Unity and have a play around with some different ideas. It would be great to get some more Engine experience as well, as for the past year I have been diving round in the working of DirectX and forgotten about actual game development.
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As a further improvement I first of all wanted to start by adding shadow mapping to the game demonstration part of the project. This proved to be more difficult than I first imagined as implementing the shadow maps to work within this renderer is quite difficult.
I think I will soon be creating my own renderer as the one I'm currently using is extremely limited. The renderer currently does a draw call for each entity within the game, which is extremely slow. When I create my own renderer I will be implementing Instancing as the terrain analysis tool will improve massively from this, allowing for the analysis of much bigger maps. I am going to carry on trying to implement the shadow maps into this renderer before attempting my own renderer. However I will not be going further on to create Percentage Closer Soft Shadows(PCSS) until my own renderer is completed. I created an A1 poster that was put on show on the 21st May. This was done to show off my third year project to a range of tutors and students at UCLan. The session involved me talking and demonstrating my project to my tutors and anybody else who was interested in my project. The project session was a success and gave me great confidence in my project and also gave me inspiration in ways I could further improve my project.
The Terrain Analysis tool got particular interest from a post graduate student that had also created something similar on a project of his own. The game demonstration was the area that appealed to most people. I had only that day implemented a GPU based particle system that gave the project an extra edge. To see the exact features of my third year project please visit: Terrain Analysis Project. |
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