24 Mar 2014

Render Multiple Animated Flags(or other animated decorations) on Mobile

I'm writing this in answer to a post in the Project Anarchy forum about rendering lot of animated flags but also work for any kind of group of animated decorations.

On mobile generally you want 2 things:

  • to limit per frame computation.
  • to limit per frame uploading of data from cpu to gpu. 
  • batching to reduce draw calls.

Keep read for a list of some possible implementation based on your needs and constraints.

22 Mar 2014

Havok Project Anarchy GDC 2014


In this video emerges something about what we can expect in the upcoming update.
Next come my review of this talk with some of the info extrapolated from the video.

18 Mar 2014

Game Project Time.

Before on this blog


In November I tried to start a game project you can find some concept of it on this blog then shouted it down suddenly .

I don't even remember why, but mostly because it didn't look as something you can do in some free time.


Infinite Planning


In 2014 I decided to not take any kind of job and just dedicate myself to gamedev and hope to not die of starvation meanwhile.Two Months and a half are passed planning things out.

In these months I continued the design of some old projects ,but never seen a real opportunity to start them in a proper way, everything seem to be out of my possibilities lately.

Meanwhile I got some good time to experience with Project Anarchy and did various tests and I'm very happy with it and more confident in general as I don't have to worry about the tech.

As someone just know I'm also making some post shaders for the PC version(I hope that this week we will get a release date), but without a game to show the effects on my motivation on that project is not at its best, also because this doesn't help with starvation as I planned it to be a community project (a huge fail as now considered that no one applied to help me so far).

In this 2 months I have also tried to have an healthier life and I got very good results as I've lose 6cm of belt line fat so far and put 4kg of muscle weight at the same time.
This just to train myself to the hard work that will come and to put a better me in charge of taking care of my game dev goals.

2 Mar 2014

Test with Uncharted 2 Tonemapping + simple color correction on Project Anarchy Demo.

Added tone mapper from Uncharted 2 to the demo.
Using modified tenderer with hdr , gamma correction and msaa x4.

Figuring out how parameters change the tonemapper curve shape is not really intuitive, but is one of the best I have seen for flexibility.

This is a filmic tone mapper so made to simulate the response curve of a real film,but you can customise this cuve a lot.

There is no perfect tone mapper and seeing it as something just to make all the details pop from the hdr render buffer in some "scientific way" is very limited so i tend to like more customisable ones especially this one.

It is a real artistic tool that makes very different looks possible so I think that is good to expose and play with all curve parameters,even not physically plausible ones, so that different looks can be achieved.

You can also selectively give more contrast to specific parts of the dynamic range and or introduce clipping at will :)

It is an RGB tone mapper so it doesn't just work just on Luminosity and some saturation can get lost in the process.

I use the same curve for all channels but I also want to try with different curve per channel to see if it is pratical and what results can be obtained.

Currently i just added a channel scale and bias for color correction and the saturation control to the shader to desaturate the scene at will or recover some of the lost saturation.

Here with various parameters to make some fast styles made totally by this post effect.
It would be great to test with dynamic daylight a procedural sky.

Actually I don't have any real time soft shadows, nor the sky shader(as both are only provided in the full version).