GM: Studio - Real-time 3D Cascaded Shadow Mapping
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- Опубликовано: 11 окт 2024
- Vitality's Steam page is now live in anticipation for a Q4 2020 release! Check it out here: store.steampow... This video is a demonstration of an implementation of cascaded (parallel split) shadow mapping with correct seam blending that I am working on for Game Maker: Studio.
For more information on this and other projects of mine, visit my website: jaredkrahn.com/
Welcome back brother
Download?
How long did it take to create?
The shader itself actually came together pretty quickly (in like two evenings). The more difficult part was wrapping my head around the concepts and math at play. I've recently been reading through a few real-time 3D graphics/rendering textbooks, and now I'm attempting to put what I've learned into practice, and it's been a bunch of fun!
Nice. But why in game maker? :D Gotta plan for a new small game using this btw?
@@ktoschris There isn't a specific reason I used GM over anything else really, besides familiarity. I'd argue that once you start doing shaders, they're basically the same across any engine (as they are written in their own language, either GLSL for OpenGL or HLSL for DirectX) so the engine itself doesn't matter too much (however there are differences in how you pass information in and out of shaders, like GM doesn't have a proper way to do FBOs, but there are workarounds). I do like the challenge of doing it in GM though. I don't think there is enough "good looking" 3D GM content out there, when clearly GM as an engine is capable of fantastic looking effects if you know what you're doing. I don't know if I have any game plans for this engine, however my current plan is to create a little demo showing what GM is capable of.
First
First!