Back to work after one week of work and one week of holiday ! What has been done ? Here it is !
– PBR Further Improvements:
I have done some improvements to the PBR rendering to improve quality and physical accuracy by reproducing some techniques used in the Frosbite Engine and the game “The Order 1886”.
– Texture Detail Mapping Support:
I have implemented texture detail mapping in the shaders. It is a very old technique but it still very nice for enhancing texture with a very minimal performance impact. Here is an image with and without detail mapping.
– New Fog Rendering Technique:
I have made a new fog rendering shader. Now the fog looks way better than the simple distance fog used in Alpha 17 version.
– Video Playback Support:
The engine now support video playback on textures. So it could be used for displaying videos in user interface or for displaying videos on TV’s screens in the game.
– Threaded Vegetation Update Support:
Using available CPU cores for doing some specific heavy calculations is one of the main new improvements in the brand new engine that i am coding for Dangerous Rays. This is the most useful thing to do for improving framerate. This is why I have implemented threaded terrain vegetation update support. This is improving framerate and it eleminate almost all micro freeze that where caused by the vegetation system in the old engine.
As always i have done a tons of other minor improvements that I have not the time to list here.
Have a nice day, thank you for your support and thank you for commenting / reacting to those dev diaries, it give me strength to release a great and huge Alpha 18 version.
See you soon