Categories

RealKo Engine: Airplane asset and their functionality

Welcome back my friends.

Lots of improvement in term of airplane asset and its related functionality inside the engine have been done. They are now quite close to stable.

For what I have planned before dumpping myself into the code is this.
For the airplane asset configuration, there are many type of airplane such as “Boeing 747 - [...]

RealKo Engine: Apply textureset with airplane

Hey, we meet again.
I hope to come back in a while and post something in progress about my RealKo Engine.
Okay, this time I will show you the real stuff of airplane applied with diffuse/specular/normal mapp.

I have found out by myself, get the feeling that only the diffuse map is not enough in this modern day. [...]

RealKo Engine (Journal diary of working in progress)

Everyone, I want to tell you that I have solved the problem now.

For what I have done is simple, draw particle scene on top of the deferred scene as Shawn said.
Also the external scene like particle scene in this case involves with the depth buffer, thus like MJP said, we must be aware when using [...]

RealKo Engine (raining in action)

I have uploaded the video to show one of the weather feature of the engine to youtube.
Sorry for the quality of video, I want it to be as small as possible, and also this is my first time for uploading this stuff.

Please compared this to the following captured screenshot directly from my computer, the quality [...]

RealKo Engine diary journal (lightOcclusion concern)

Deferred shading rendering system is what the system that I integrated and used as the main building block for my “RealKo Engine”.

Okay, just go straight to what I want to say now.
I have found the problem of lighting when I used deferred shading as the rendering system. I knew that all the geometry information is [...]