It's definitely shaping up! 'm loving the refraction and such, really nice touch.
I'm definitely interested in seeing the shader/gpu side of things here. :B
Search found 5 matches
- Tue Mar 25, 2014 1:47 pm
- Forum: Libraries and Tools
- Topic: Löve "Light vs. Shadow" Engine [0.4.3]
- Replies: 117
- Views: 130910
- Mon Jan 20, 2014 12:39 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1722938
- Sun Jan 19, 2014 1:25 pm
- Forum: Support and Development
- Topic: Share a Shader!
- Replies: 328
- Views: 619490
Re: Share a Shader!
Per-pixel motion blur is on my todo-list.
- Fri Jan 17, 2014 3:58 pm
- Forum: Support and Development
- Topic: Casting light with newMesh
- Replies: 13
- Views: 6674
Re: Casting light with newMesh
I'm just curious, but why are you going with a CPU side system for this? Using OpenGL for lighting would be far more efficient and far simpler to implement, so why not go that route?
- Mon Jan 13, 2014 5:50 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1722938
Re: What's everyone working on? (tigsource inspired)
Don't have anything to show right now (at work) but I've been mostly learning the framework. I guess the highlight of what I've done so far that isn't your run of the mill platform gameplay is a "AAA-quality" (lol) post-processing pipeline, with: - Deferred shading - Atmospheric scattering...