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Author Archives: Justin
PBuffer and Post-Processes
One neat concept I learned about while researching deferred rendering was the PBuffer. The PBuffer is used for post-process effects and contains at least two screen-sized render targets that are swapped between each other while rendering each post-process effect sequentially. … Continue reading
Posted in Coding, DirectX 11, Engine, Graphics
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Controlling HTML Without A Keyboard or Mouse
Since the beginning of the Card Kingdom, we’ve been using XBox controllers as the main sources of input for the game. The controllers afford us preexisting control schemes, analog movement, and support for multiple players at once. What it does … Continue reading
Posted in Coding, UI
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Tool Time – Interactive Wave Editor and Lessons Learned
Interactive Wave Editor As the project nears completion, this will be the last Tool Time post, but I’m ending with a bang. A large part of Card Kingdom is its waves and their design. They are our main mechanic to … Continue reading
Posted in Coding, Design, UI
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More Lightning and Shadows
More Lightning In a somewhat recent post, I showed off the initial stages of the lightning effect that I’ve been working on. One of the major hurtles that was tripping me up, and the reason why in the old video … Continue reading
Posted in Coding, DirectX 11, Engine, Graphics
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Transparency in Deferred Rendering: Narrowing Down the Research
The research topic I am working on as part of the graduate program is adding transparency into a deferred rendering pipeline. If you haven’t noticed, I’ve been posting a lot about deferred rendering. The main reason I wanted to redo our … Continue reading
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Deferred Particles and Lightning
Deferred Particles As with other parts of the engine, the entire particle system was updated to use a similar deferred rendering method as the regular geometry. This really improves the look of the particles, in particular smoke and dust, as … Continue reading
Posted in Coding, DirectX 11, Graphics
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Tool Time – GDC and New Editor Features
The Card Kingdom team was lucky enough to attend GDC, Game Developers Conference, in San Francisco a few weeks ago. We showed the game to a new audience that spanned the spectrum of students to industry veterans. The overall feedback … Continue reading
Posted in Engine, UI
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Justin’s Winter Post-Mortem
What I did For this version of Card Kingdom, I worked on updating core engine components with some optimizations and cleaner code, refactored the serialization pipeline to be more robust with prefabricated objects, or prefabs as we called them, added … Continue reading
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Tool Time – Particles, UI, and Resources
Particle Editor and UI Communication One of the newest features I’ve been working on was the in-engine particle editor. This was a great test for the communication from the UI to the engine, and back again. In developing, this was … Continue reading
Posted in Engine, Graphics, UI
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Deferred Rendering In Card Kingdom
Background One of the major updates to Card Kingdom going forward is a complete rewrite of the rendering pipeline. In the original version, the alpha version essentially, we used a”forward rendering” style for our rendering process. In a forward rendering … Continue reading
Posted in Coding, DirectX 11, Engine, Graphics
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