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Adrian W's Blogs

TGEA deferred rendering and PhysX

Yet another TGEA deferred rendering and cascaded shadow map video, this time with added PhysX courtesy of Taylor Petrick

Author Adrian W Date 09/13/2009 (10:40 am) Comment 20 comments

TGEA Deferred Rendering and PSSM, part 2

I've finished adding back in water and particle effects, so its time for another video of my deferred rendering experiments in TGEA 1.7.1, this time running the standard Stronghold demo level.

Author Adrian W Date 08/22/2009 (1:03 pm) Comment 12 comments

TGEA Deferred Rendering and PSSM, Reloaded

More deferred rendering fun with parallel split shadow maps in TGEA 1.7.1. And a shameless plug for some ageing Welsh rockers.

Author Adrian W Date 08/01/2009 (9:14 am) Comment 11 comments

Deferred rendering and parallel split shadow maps

Video of a very basic deferred rendering pipeline with parallel split shadow maps in TGEA 1.7.1. Enjoy!

Author Adrian W Date 04/10/2009 (9:02 am) Comment 15 comments

Yet more custom light maps for DTS files (now with TGE support)

First things first: Best Wishes to everyone for 2009! I managed to get quite a bit done on the DTS merger (see [url=http://www.garagegames.com/blogs/105708/15712]Custom light maps for DTS files[/ur...

Author Adrian W Date 01/03/2009 (8:12 pm) Comment 28 comments

More custom light maps for DTS files

Well I finally have a http://www.futurenation.net/glbase/dtsMerger up with a demo mission to download showing my ATS file idea. Basically DTS files with an extra UV channel that I u...

Author Adrian W Date 12/08/2008 (11:09 pm) Comment 10 comments

Custom light maps for DTS files

As this is my first post I should first say Hello and a big thankyou to everyone for all the really useful info and resources that people have taken the time to post on this site. And so, on to the...

Author Adrian W Date 11/22/2008 (3:45 pm) Comment 14 comments