Chronicles: Game Development, Game Engines & Retro Futuristic Steampunk Musings.
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Contrast Adaptive Sharpening – AMD Post Process Technique
I’ve been experimenting with part of AMD FidelityFX suite. So far the sharpening effect is really proving worthwhile at very little performance cost: Perhaps easier to see with this juxtapose approach: It produces a subtle but very clear sharpening effect, testing continues …
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Graf Zeppelin – The Popular Science Educator c. 1935
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unreal Unreal
Simply staggered by this evolution coming into Unreal Engine 5: And just as amazing is the announcement that studios pay nothing to Epic for using the unreal engine until the first $1M is earned! Another staggering fact for indie developers to mull over. The Lumen illumination and Nanite geometry capabilities are truly 21st century game…
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Cogwheel Chronicles Back Drop
Just exploring some of the game themes within a ‘mood board’ of sorts:
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SSAO Screen Space Ambient Occlusion
I isolated the inherited SSAO contribution to the overall post processing effects and was a little underwhelmed Definitely some AO contribution but this type of post processing is quite expensive to compute, so thought it could get a lot better. After a trawl of what others had achieved, a refactor of the shader produced this…
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Terrain – overhangs, caves and hoops
Cogwheel Chronicles uses a typical 2D height map field to store and regenerate its terrain geometry. This doesn’t allow such features as caves and crags, so more ‘fakery’ has now been employed with the terrain shaders. The shaders used specifically for terrain can now also be used for additional model geometry, using the appropriate world…
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Channel Packing
Channel packing is extremely common in game engines these days, however was not available to Cogwheel Chronicles until now. I’ve adopted the ‘MRA/RGB’ pattern, in that the PBR metalness texture is stored in the Red channel of the ‘packed gloss’ texture, roughness/gloss goes into the green channel and baked AO into the blue channel. Three…
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Dippy
Dippy was discovered in Wyoming in 1898, and acquired by the Scottish-American industrialist Andrew Carnegie for his newly-founded Carnegie Museum of Natural History in Pittsburgh . It’s a pretty impressive sight, managed to get a fairly exclusive viewing ๐
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Mutoscope
Perhaps not completely consistent with the Cogwheel Chronicles timeline of 1882, but hey it’s a game, artistic liberties are taken ๐
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cybernescence studio
Back in the day when I was a member of a prestigious business software association and discussion forum, occasionally people would share pictures of their office space just for fun. Here is a one part of a wall in the cybernescence game studio. The steampunk lamp I built myself from an old paraffin blow torch…
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