A nice view of a small green hilly plane, a cube, and the rising sun. In-engine screenshot.
Demonstration of an orange procedurally generated cube mesh and billboards. In-engine screenshot.
Demonstration of axis-aligned bounding boxes, shown in green.
Demonstration of fake global illumination, PDR, tone mapping, and hemisphere lighting.
Recent work on the game engine includes trigger zones, billboards/sprites, frustum culling, and more. Next up is a graphics pipeline overhaul to allow for Forward+ rendering and post processing affects, followed by multithreading/jobs.
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