Skip to main content


當我的工作跟別人卡在一起,就會被催促先去弄什麼什麼,不然誰的畫面看起來就不能夠先正確。我也知道這樣說可能會不太負責,我們本來就是開發中的引擎,畫面現在不太對也是正常的,我也會盡快去處理的阿...現在引擎很多架構都還在制定中,我真的很想早早把底層給寫完,不然其他人用我們引擎寫shader,還要去動到底層的結構...。 有時候真想躲起來,專心的寫shader就好了,話說最近為了支援lighting,不停的拆解shader讓我有點累了...之後每支援一種效果都要build 14種shader嗎?


Popular posts from this blog

tex2D vs. tex2Dproj

texCoord(  texX, texY, texZ , texW ) means texture coordinate after transforming from the texture matrix [ position goes through world, view, projection, and texture ] . We can use texCoord to fetch texture: 1.  float4 color = tex2D( sampler,  float2( texX / texW, texY/texW ); 2.  float4 color = tex2Dporj( sampler, float4( texX, texY, texZ, texW ) ); The top-two methods will have the same result. Because tex2Dproj operator supports divide w in its interface.

Fast subsurface scattering

Fig.1 - Fast Subsurface scattering of Stanford Bunny Based on the implementation of three.js . It provides a cheap, fast, and convincing approach to do ray-tracing in translucent surfaces. It refers the sharing in GDC 2011  [1], and the approach is used by Frostbite 2 and Unity engines [1][2][3]. Traditionally, when a ray intersects with surfaces, it needs to calculate the bouncing result after intersections. Materials can be divided into three types roughly.  Opaque , lights can't go through its geometry and the ray will be bounced back.  Transparency , the ray passes and allow it through the surface totally, it probably would loose a little energy after leaving.  Translucency , the ray after entering the surface will be bounced internally like below Fig. 2. Fig.2 - BSSRDF [1] In the case of translucency, we have several subsurface scattering approaches to solve our problem. When a light is traveling inside the shape, that needs to consider the diffuse value influe

Bringing Large Scale Console Game to iOS

Y8ObbsOsNQEhMCEhMCEt The Bard's Tale Why? Device are fast enough Market segment is not as crowded Hugh potential user base Rich back data log of content Potentially very low cost Session1: port process - application framework  - development workflow Session 2 port-port - performance/memory opt. OpenGL Cocoa Touch App Bring it all together Workflow: Data deployment OpenAL limit 32 active sources, DirectSound 256 channels on XBOX -Sluggish -5.8G -> 2Glimited on iOS 60Hz?    - terriable for battery life 30 Hz   - Game may depend on 60Hz Hybrid    -   60hz, functionsliity intact   - 30hz : low GPU/ save energy    -60hz, at 5th device is optional VFP?? Candidate for NEON SIMD SGX GPUs: a few stats Render opt. -minimal vertex format size -texture size and mipmapping Alpha test and SGX - Fragment discard expensive -huge impact on fill rate -use alpha blend at all costs Eliminating Alpha blend