Devblog #12 - Reference counting

Written by Sidney Just, Jun 24, 2014 9:55 PM
Tags
  • Dev-blog,
  • Development
  • Heya, sorry for the delay, Nils and I were in France, Nice and had a hell of a time. But now we are back and so are the Devblogs, next one will be on Sunday again! Today, we are going to cover something completely different than rendering; Memory allocations and reference counting are todays topic.

    Devblog #11 - Now what?!

    Written by Sidney Just, Jun 14, 2014 2:00 PM
    Tags
  • Announcement,
  • Dev-blog,
  • Development
  • The landscape of engines has become incredibly interesting since the beginning of the year, you probably have noted that the competition has stepped up their game immensely and on top of that GPU vendors come with new APIs to get more performance out of GPUs. If you are an indie developer, this is an incredibly exciting time to live in! And we are right in the middle, currently bootstrapping Rayne for the future and this blogpost is all about that.

    Devblog #10 - User interface

    Written by Sidney Just, Jun 8, 2014 2:10 PM
    Tags
  • Dev-blog,
  • Development,
  • Ui
  • User interfaces are important, but at the same time hard to do right. Games especially have a plethora of different use cases and interface ideas that should preferably be all covered without making the underlying UI library to bloated. And then there is also the problem of different paradigms, is retained rendering preferable to immediate UIs? We don't claim to have the perfect solution, but we do claim to have a rock solid UI implementation and this blog post is all about it.

    Shadow casting directional lights

    Written by Nils Daumann, May 18, 2014 7:30 PM
    Tags
  • Development,
  • Tutorial
  • Different light sources need different handling of shadows and while point and spot lights have their difficulties, finding a solution for realtime sun shadows in large outdoor environments has been a strongly researched topic for quite a long time, and something I consider more or less solved for realtime graphics. There are still some issues and also new techniques coming up that improve the shadows, but it is possible to realize decent looking realtime shadows within a reasonable performance budget.

    Clustered Shading in Rayne

    Written by Nils Daumann, May 1, 2014 7:30 PM
    Tags
  • Development,
  • Tutorial
  • You probably already read that Rayne features clustered shading. With this blogpost I will try to explain what we tried before, what we are currently doing and what we could improve in the future.