Apapappa
Member
Description:
This is a little side thing I work on sometimes, mostly when I want to relax a bit.
I'm making this to prepare a "framework" which I can use whenever I decide to actually make one of the 3D games I have planned.
It is definitely not perfect and has a lot of errors and what not but I think it's gotten to a point where it looks good enough to show, so here it is.
There are lots of features I'd like to add but that will happen slowly over time.
Anyway, feel free to tell me what you think.
Versions:
----------------
v0.04:
Download [360mb] (YYC and VM available):
https://www.dropbox.com/s/snne6i65y20dec4/RenderTech_v0_04.zip?raw=1
Screenshots:
Changes since previous version:
There are way too many things to list all of it so I'll just highlight a few -
Added a completely new scene, intended to be more of an actual game scene than just random stuff everywhere.
Improved performance and visuals all across the board.
Improved the lighting system, now uses a version of BRDF (GGX, Schlick Fresnel, etc), still not sure if I got this looking completely right but it's better than the previous version at least.
Reflections now support sun lighting and shadows.
Water now support sun specular reflections.
Shadows now use 4 cascades instead of 3, improves quality in far distances.
Removed some effects / tests which did not work well or felt a bit useless:
eye adaptation, focus based DOF, custom SSAO objects, noise, bloom streaks, high quality glass (now always on), night mode, ten million point sprites (already know this works now).
Notes on running this:
Running this consumes quite a bit of VRAM (graphics card memory), around 1.2 GB, so just wanted to tell you that in advance.
Notes on assets used:
I did not create most of the textures and models.
The entire scene (minus the random spheres) is from here (San Miguel 2.0): https://casual-effects.com/g3d/data10/index.html#mesh29
The models have been separated and heavily decimated since importing a 600mb .obj file into GM would take a couple of years.
I mostly use the original textures that came with the scene but I have also added extra textures like: normal, metallic/roughness/displacement (not currently implemented)/ambient occlusion, emissive maps.
Some textures have been replaced with new ones from here: https://cc0textures.com/
----------------
----------------
!! Warning: !!
Running this requires a pretty "high" end graphics card.
If you have a lower end graphics card / bad cooling or a laptop, run this at your own risk.
I take no responsibility for any burned out graphic cards or laptops.
(none of this should happen anyways)
Made with GMS 1.4.
This is a little side thing I work on sometimes, mostly when I want to relax a bit.
I'm making this to prepare a "framework" which I can use whenever I decide to actually make one of the 3D games I have planned.
It is definitely not perfect and has a lot of errors and what not but I think it's gotten to a point where it looks good enough to show, so here it is.
There are lots of features I'd like to add but that will happen slowly over time.
Anyway, feel free to tell me what you think.
Versions:
----------------
v0.04:
Download [360mb] (YYC and VM available):
https://www.dropbox.com/s/snne6i65y20dec4/RenderTech_v0_04.zip?raw=1
Screenshots:
Changes since previous version:
There are way too many things to list all of it so I'll just highlight a few -
Added a completely new scene, intended to be more of an actual game scene than just random stuff everywhere.
Improved performance and visuals all across the board.
Improved the lighting system, now uses a version of BRDF (GGX, Schlick Fresnel, etc), still not sure if I got this looking completely right but it's better than the previous version at least.
Reflections now support sun lighting and shadows.
Water now support sun specular reflections.
Shadows now use 4 cascades instead of 3, improves quality in far distances.
Removed some effects / tests which did not work well or felt a bit useless:
eye adaptation, focus based DOF, custom SSAO objects, noise, bloom streaks, high quality glass (now always on), night mode, ten million point sprites (already know this works now).
Notes on running this:
Running this consumes quite a bit of VRAM (graphics card memory), around 1.2 GB, so just wanted to tell you that in advance.
Notes on assets used:
I did not create most of the textures and models.
The entire scene (minus the random spheres) is from here (San Miguel 2.0): https://casual-effects.com/g3d/data10/index.html#mesh29
The models have been separated and heavily decimated since importing a 600mb .obj file into GM would take a couple of years.
I mostly use the original textures that came with the scene but I have also added extra textures like: normal, metallic/roughness/displacement (not currently implemented)/ambient occlusion, emissive maps.
Some textures have been replaced with new ones from here: https://cc0textures.com/
----------------
Download [80mb] (YYC and VM available):
https://www.dropbox.com/s/n89yhj1ohlkklhx/RenderTech.zip?raw=1
Screenshots:
Notes on assets used:
I did not create most of the textures and the tree model, they are random stuff from the internet which I use for testing purposes.
https://www.dropbox.com/s/n89yhj1ohlkklhx/RenderTech.zip?raw=1
Screenshots:
Notes on assets used:
I did not create most of the textures and the tree model, they are random stuff from the internet which I use for testing purposes.
!! Warning: !!
Running this requires a pretty "high" end graphics card.
If you have a lower end graphics card / bad cooling or a laptop, run this at your own risk.
I take no responsibility for any burned out graphic cards or laptops.
(none of this should happen anyways)
Made with GMS 1.4.
Last edited: