Original Post
A few shots from my platformer / space-shooter demo
This shows some of my recent attempts at procedural content creation; generated with terrain, tree, grass, rail-road and rock tools.
I've also found it useful to automate the offline process of creating shaders, samplers, state and input-layout objects etc. These are constructed directly from meshes' materials as I define them in the modeler I use, so apart from some custom vertex transformations I have little shader code to write.
The main runtime uses an old-fashioned forward renderer. This still works best with anti-aliasing and lit alpha blended objects and because I do some additional light culling on the gpu it can still render a handful of lights.
Click here to view the iotd
This shows some of my recent attempts at procedural content creation; generated with terrain, tree, grass, rail-road and rock tools.
I've also found it useful to automate the offline process of creating shaders, samplers, state and input-layout objects etc. These are constructed directly from meshes' materials as I define them in the modeler I use, so apart from some custom vertex transformations I have little shader code to write.
The main runtime uses an old-fashioned forward renderer. This still works best with anti-aliasing and lit alpha blended objects and because I do some additional light culling on the gpu it can still render a handful of lights.
Click here to view the iotd