Darkwind Media Blog

Repository of thoughts and code from the Darkwind team

Deferred Rendering Non-Woes

After a lot of experimentation I went back to the deferred renderer for Bombs. I tweaked it, contorted it, and beat it into submission until my framerates slowly started to climb. At some point I got into the acceptable range for my laptop (a range chosen completely arbitrarily and with no testing on other machines). I don’t want to give the impression that everything I said in my previous post is false, it isn’t. I had to make a lot of major sacrifices, but it looks as though this will be the lighting system that will go into Bombs.

The screenshots here actually show some backwards progress on art. We’ve removed the old towers and the sky. While I was working on lighting we were continuing to experiment on the art side. Hopefully some new assets will be ready soon. Note that while the lighting design is fairly complete the screenshots below do not necessarily reflect at all the final look or style of Bombs. The art will greatly affect how the game looks in the end. I hope to have more very very soon.

A few technical details: the scene below has 121 lights in it (which is quite a lot) and is running at around 100 FPS on my laptop with the decidedly unoptimized bloom turned on. Most of the lights in the scene are not really placed well, and are just there to stress the system. Again, art direction will make it look much better.

Bombs Screenshot 9
Bombs Screenshot 10
Bombs Screenshot 11
Bombs Screenshot 12
Bombs Screenshot 13
Bombs Screenshot 14
Bombs Screenshot 15

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