Combat : Special Operations

Posts with Tag: tech notes

Post-processing fun

by gekido on Apr.15, 2009, under Unofficial GameCore Blog, Updates

Now that we have the basics of the post-processing sys­tem com­plete, the fun part begins ;}

The list of default fil­ters that will ship with GameCore has grown by a few since I posted the pre­view videos, and now includes such good­ies as:
– Screen Space Ambi­ent Occlu­sion (SSAO)
– Depth of Field
HDR Lev­els / Non-HDR Lev­els
– Bloom
– Film Grain
– Ther­mal (infrared)
– Mono­chro­matic
– Blur

The SSAO fil­ter also pro­vides screen­space radios­ity options as well, so you can get a sim­ple radios­ity effect in a same style as the ambi­ent occlu­sion. SSAO has become some­what pop­u­lar since Cryk­Tek used it in Cry­sis, we’ve imple­mented it using a fairly sim­i­lar technique.

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Post Processing Video

by gekido on Apr.13, 2009, under Unofficial GameCore Blog, Updates

Just edited a quick video of the post pro­cess­ing in-action:

Con­fig­urable Post Pro­cess­ing Effects

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Tech Update News

by gekido on Apr.13, 2009, under Unofficial GameCore Blog, Updates

So, we’ve been in hard-core crunch mode on the final GameCore 2.0 release that will be hit­ting the streets in the very near future and wanted to post a quick update about a few of the cool new toys that us developer-types have in our tool palette.

Full 64 bit Rendering

At high detail mode, the engine now uses a full 64 bit ren­der buffer.  This means true HDR / proper bloom effects among other fun stuff ;}

Con­fig­urable Post Pro­cess­ing Layers

Pre­vi­ously we had a cou­ple of hard-coded post effects that you could use in your lev­els, namely HDR, Bloom & Blur.  This sys­tem has now been expanded to allow com­pletely user-configurable fil­ter lay­ers for your scenes, allow­ing you to mix & match your post effects.

Here are a few quick shots that I cap­tured using pretty much the default set­tings.  Some things that are being demon­strated:  HDR / Bloom / Sat­u­ra­tion (or de-saturation in this case) / Film Grain / mono­chrome (for the night-vision over­lays) and this is just the tip of the iceberg

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