Category Archives: SurgeEd
Although there hasn’t been much updates in the blog, work has been very productive lately… First of all, Rincewind has started modeling the new “Grey” character, based on this concept I may have posted this before, but there you go… He has a more “wildman” streak to it, which is a bit more different than […]
We haven’t had much time lately, been too tired after work to be productive. Anyway, we’ve added effect instancing to the editor… It’s still not complete, but although the effects have to be authored “by hand” in XML, we can now create and use them in the editor: That’s the frost bones effect, which is […]
In my test arena, I had some performance issues in same places, where about 9 lights were shinning in a greater or smaller degree… Considering that in a deferred renderer, the main issue is bandwidth (each shaded pixel needs at least 64 bytes of data to come in from texture memory – the G-Buffer), I […]
Sorry about the lack of updates, but the day job was hectic and I had some personal stuff to sort out… Even so, I’ve had time to make another detour in terms of development roadmap and started building a “project merge” tool… Everything we’re doing in Grey is done on the SurgeEd tool, which manages […]
This weekend I worked on a major optimization; I was supposed to work on this after the first milestone was done, but I had serious enough performance issues to warrant the work now instead… The problem is related to the amount of objects. Most objects in Spellbook are composed of loads of triangles, but in […]
Took me longer than I expected, but it also has more functionalities available… I give you: The AUTOTILE BUILDER: This does what I described in the last post: creates transition tiles between two types of “terrain”, depending on a mask. It also allows for the user to specify a template material that is used to […]