Entries tagged with “rendering”.


COWER IN FEAR, PUNY MORTALS, AT THE AWESOME POWER THAT IS THE BOSS. THE BOSS COMMANDS THAT THIS BLOG POST BE RENDERED IN ALL-CAPS AND IF YOU HAVE A PROBLEM WITH THAT, WELL, TOUGH NOOGIES—THE BOSS WILL JUST BLOW YOU UP!!!!!

WITNESS THE BOSS IN ALL HIS MAGNIFICENT GLORY. TREMBLE BEFORE HIS LASER EYE MONOCLE. PROSTRATE YOURSELF IN HUMILITY BENEATH HIS MASSIVE CHEST CANNONS. PRAY THAT THE BOSS SPARES YOU FROM HIS HAMMER AND MACE SWINGY-THINGY OF DOOM!!!!!!!

STILL STANDING? INSOLENT FOOLS. YOU HAD BETTER RUN AWAY IN TERROR, LEST THE BOSS UNLEASH THE FURY OF HIS ROCKET FIST. MAY A SALVO OF A HUNDRED MISSILES FALL UPON YOU!!!!!!!!!

DO NOT TEMPT THE BOSS. DO NOT FOLD, SPINDLE, OR MUTILATE. HE WILL NOT HESITATE TO FIRE HIS GIANT LASERINATOR, SEND FORTH A SWARM OF DRONES, OR FIRE UP THE WHEEL OF DANMAKU!!!!!!!!!!!

SHMUP YOU!!!!!!!!!!!!!!!!!!!

Shmup You! is utilizing a variant of a deferred renderer, that should incorporate some interesting features.

Before you can run, though, you must walk.  So a ’standard’ deferred renderer has been constructed, using a three pass approach: light pre-pass, light pass, and material pass.  The pre-pass builds up a few buffers (position, normal, depth) used by the later passes.  The lighting phase populates the light buffer, and the materials pass calculates final color.

So far point and spot lights are supported, with directional and line lights coming.

This shot shows our test environment: a cornell box lit by a spot light in this case.  The buffers can be seen running down the left hand side: position, normal, depth and lights.

Deferred spot light

Shmup You! is a retro style game, mechanically, but not necessarily visually.  We decided that we desired a cel-shaded render style, to make the game look like a cartoon, complete with outlines.

But that wasn’t enough.

We wondered if we could make every bullet and beam that litters the screen a light source, and make the ships reflect all that light.  So we asked the question:  Can you mix cel-shade style with a Phong specular component?

Rather than construct the entire deferred system needed to render the final game, we constructed a forward render ’simulation’, in order to answer that question.  And the answer seems to be ‘yes’.