Rayne BlogBlog about everything Rayne, a super fast and awesome 3d game enginehttp://rayne3d.comen-USTue, 24 Jun 2014 21:55:00 GMTDevblog #12 - Reference countinghttp://rayne3d.com/blog/06-24-2014-devblog-12-reference-countingHeya, 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. ]]>Tue, 24 Jun 2014 21:55:00 GMThttp://rayne3d.com/blog/06-24-2014-devblog-12-reference-countingDevblog #11 - Now what?!http://rayne3d.com/blog/06-14-2014-devblog-11-now-whatThe 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. ]]>Sat, 14 Jun 2014 14:00:00 GMThttp://rayne3d.com/blog/06-14-2014-devblog-11-now-whatDevblog #10 - User interfacehttp://rayne3d.com/blog/06-08-2014-devblog-10-user-interfaceUser 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. ]]>Sun, 08 Jun 2014 14:10:00 GMThttp://rayne3d.com/blog/06-08-2014-devblog-10-user-interfaceShadow casting directional lightshttp://rayne3d.com/blog/05-18-2014-shadow-casting-directional-lightsDifferent 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. ]]>Sun, 18 May 2014 19:30:00 GMThttp://rayne3d.com/blog/05-18-2014-shadow-casting-directional-lightsClustered Shading in Raynehttp://rayne3d.com/blog/05-01-2014-clustered-shading-in-rayneThu, 01 May 2014 19:30:00 GMThttp://rayne3d.com/blog/05-01-2014-clustered-shading-in-rayneDevblog #9 - Pimpin Drizzle!http://rayne3d.com/blog/04-17-2014-devblog-9-pimpin-drizzleLast week, Nils was busy working on the terrain some more, which now sports chunks and sparse voxel octrees to speed things up while keeping the memory footprint low. This weeks blogpost, however, won't be about the terrain (which Nils will cover probably next week), but about something compltely different I've been working on: Drizzle. Now, Drizzle is the server that served you this blog post and which, for the past year, dutifully served the whole website. It's written in node.js, and got some major pimping done last week. ]]>Thu, 17 Apr 2014 17:00:00 GMThttp://rayne3d.com/blog/04-17-2014-devblog-9-pimpin-drizzleDevblog #8 - Terrain and Downpour!http://rayne3d.com/blog/04-09-2014-devblog-8-terrain-and-downpourWith one last week without lectures and no exams, I had the chance to be quite productive, while Sid is currently more involved with earning a living until everyone starts throwing money at us. ]]>Wed, 09 Apr 2014 12:00:00 GMThttp://rayne3d.com/blog/04-09-2014-devblog-8-terrain-and-downpourDevblog #7 - Game Jam!http://rayne3d.com/blog/04-01-2014-devblog-7-game-jamNils and I have been very busy the last two weeks, which is one of the reasons there was no blogpost last week, despite the fact that there have been a lot of changes. Additionally, last weekend we've been both in Hamburg at the office of InnoGames to participate in the Inno Game Jam and of course we used Rayne to create our game. So todays agenda: Recap of the last two weeks and the Inno Game Jam! ]]>Tue, 01 Apr 2014 17:30:00 GMThttp://rayne3d.com/blog/04-01-2014-devblog-7-game-jamDevblog #6 - Editor, bugs and other thingshttp://rayne3d.com/blog/03-19-2014-devblog-6-editor-bugs-and-other-thingsWe had an extremely productive week, due to both of us working nearly full time on Rayne :) We squashed a lot of bugs lingering around and added new functionality to Rayne and Downpour. ]]>Wed, 19 Mar 2014 15:00:00 GMThttp://rayne3d.com/blog/03-19-2014-devblog-6-editor-bugs-and-other-thingsDevblog #5 - Editor and Decalshttp://rayne3d.com/blog/03-12-2014-devblog-5-editor-and-decalsNo blogpost last week, because there wasn't much to talk about since Nils was still on holidays and I haven't been doing much either. The only noteworthy thing was the release of Rayne 0.5.7 which was, for the most parts, a bugfix release. However, this week there is more to talk about, so let's get to it! ]]>Wed, 12 Mar 2014 16:50:00 GMThttp://rayne3d.com/blog/03-12-2014-devblog-5-editor-and-decalsRayne (weekly) devblog #4http://rayne3d.com/blog/02-27-2014-rayne-weekly-devblog-4More than late, here is the fourth, not so weekly, weekly dev-blog post! This has been a bit of a slow week in terms of noteworthy stuff, which is also why this post is a tad late. With Nils being on holidays, I've spent the most time in cleaning things up and writing more documentation. However, there was a noteworthy bug I want to talk about. ]]>Thu, 27 Feb 2014 08:12:00 GMThttp://rayne3d.com/blog/02-27-2014-rayne-weekly-devblog-4Rayne (weekly) devblog #3http://rayne3d.com/blog/02-19-2014-rayne-weekly-devblog-3After about a month, we finally published the next alpha release of Rayne, v0.5.6, together with the first draft of the documentation. The release focused mainly of tying up loose ends, cleaning up existing classes, and as already mentioned multiple times: Writing documentation. However, the release also saw a number of bug fixes and performance improvements, so I'll use this weeks dev-blog and write a post mortem about the release. ]]>Wed, 19 Feb 2014 10:28:00 GMThttp://rayne3d.com/blog/02-19-2014-rayne-weekly-devblog-3How to generate a displacement map for a tilable texture with Blenderhttp://rayne3d.com/blog/02-14-2014-how-to-generate-a-displacement-map-for-a-tilable-texture-with-blenderThere are tools like crazy bump that attempt to guess the shapes from a texture and generate height and normal maps from it. But the results, especially for height maps, are often really bad so I decided to create a high poly mesh from the texture and have a much better heightmap generated from it. Since Blender is free and the only modelling tool I have some experience with, that's what I use (version 2.68). And as you are going to notice, I sometimes call it a height map and sometimes a displacement map, but actually mean the same.
I do expect some basic blender knowledge (navigation with mouse wheel, middle mouse button and shift+middle mouse button and probably some other things, so don't take this as a beginner Blender tutorial). ]]>
Fri, 14 Feb 2014 10:10:00 GMThttp://rayne3d.com/blog/02-14-2014-how-to-generate-a-displacement-map-for-a-tilable-texture-with-blender
Rayne (weekly) devblog #2http://rayne3d.com/blog/02-11-2014-rayne-weekly-devblog-2Last week we wanted to keep working on our documentation and of course we did. But then at some point we decided to take a little break and play around with tessellation shaders and then went on adding more content to our test level. ]]>Tue, 11 Feb 2014 00:35:00 GMThttp://rayne3d.com/blog/02-11-2014-rayne-weekly-devblog-2Rayne (weekly) devblog #1http://rayne3d.com/blog/02-03-2014-rayne-weekly-devblog-1So, here it is, our attempt at a weekly status report about Rayne and everything else worth mentioning. It's not long by any stretch of the imagination, so it also includes some rambling. ]]>Mon, 03 Feb 2014 15:30:00 GMThttp://rayne3d.com/blog/02-03-2014-rayne-weekly-devblog-1