• Source Engine Deferred Lighting
    49 replies, posted
Hey, well it's finally that time again where Biohazard releases something incredible. [hd]http://www.youtube.com/watch?v=bMjXx-KweIo[/hd] [quote]This is a deferred lighting implementation that I've created on the Alien Swarm SDK. It's currently offering shadow mapping for directional/point/spot lights, blinn phong and volumetric scattering via light volumes. The in-game editor allows you to load from/save to VMF files directly, however parented or named lights (with I/O) will not be editable in-game. Hundreds of small lights can be rendered with great performance (on a GTX 260), however as soon as they cover a lot of screenspace or are even drawn fullscreen (intersecting light geometry) they become much more expensive. The renderer firstly draws the skybox/scene to the gbuffer (normals+lighting params and depth), performs light rendering via low poly spheres/cones and does a second pass on the skybox/scene that produces the final result. Due to this, all shadows and lights from the world are directly projectable on the skybox, however geometry in the skybox does not yet cast shadows nor can you place lights in the skybox. There's currently no hardware filtering support for AMD because I do not own any AMD cards, so I can hardly add that myself. Running this on AMD will either require you to recompile everything with a color based shadow mapping filter (as easy as changing one line of code) or adding fetch4 code - you've been warned. Source code and demo build can be obtained here: [url]http://code.google.com/p/swarm-deferred/[/url][/quote]
Holy shit this is what the Valve Hammer Editor should be like.
Awesome, looks as good as Battlefield 3.
Good god I'm speechless, imagine the next Half-Life debuting with this kind of lighting and perhaps even more fancy stuff.
This is simply amazing.
Source engine sure can age well.
How many more years of college does he have left till he joins Valve? [sp]I'm referring to that Valve asked him if he wanted to join Valve, but he said that he will once he finishes college.[/sp]
All it really needs is HBAO.
Ooooh imagine the horror games
[QUOTE=Scot;36120102]All it really needs is HBAO.[/QUOTE] Make it yourself?
[QUOTE=Legend286;36120143]Make it yourself?[/QUOTE] the fuck, it was just a suggestion. Why so hostile?
[QUOTE=.FLAP.JACK.DAN.;36120100]How many more years of college does he have left till he joins Valve? [sp]I'm referring to that Valve asked him if he wanted to join Valve, but he said that he will once he finishes college.[/sp][/QUOTE] bet that they're wait for him to finish college so they can get him to do EP3's lighting
Valve really should use this man's tech.
How do we use this he provided a download link but I have no idea how to work it, I want to try this stuff in some of my maps and I might get back into SDK, looks sexy, anyone got a tutorial or something?
[QUOTE=Scot;36120205]the fuck, it was just a suggestion. Why so hostile?[/QUOTE] I'm not being hostile, you can make it yourself with what is provided by the deferred implementation. There's already high precision depth, so use it to make ssao or whatever.
[QUOTE=Protocol7;36120094]Source engine sure can age well.[/QUOTE] Valve can theoretically upgrade every part of it for as long as they want as long as no junk code creates cluttering, can't they?
Dat volumetric lighting
I guess I'm the only one who loves those videos that show source's full potential.
If i'm right this couldn't pop into GMod without modifications, right? Shame if so, because it'd probably breath a bit of life into Gmod for me again.
[QUOTE=PieClock;36120599]If i'm right this couldn't pop into GMod without modifications, right? Shame if so, because It'd probably breath a bit of life into Gmod for me again.[/QUOTE] Garry could port it.
[QUOTE=PieClock;36120599]If i'm right this couldn't pop into GMod without modifications, right? Shame if so, because it'd probably breath a bit of life into Gmod for me again.[/QUOTE] It's on the Alien Swarm version of Source, so it probably couldn't just be popped into GMod.
[QUOTE=Neo Kabuto;36120677]It's on the Alien Swarm version of Source, so it probably couldn't just be popped into GMod.[/QUOTE] garry also I think has more access to the engine then anyone besides valve, so given enough time and if he wanted to I think he could
I just tried it it's really nice, messing around with it can produce really nice lighting visuals and seems to be running at 40-50 fps on my outdated HD4770.
Oh my shit. My body NEEDS this.
This is the same guy who made the Shader Editor. Why hasn't Valve hired him yet? [b]Edit:[/b] apparently Valve did hire him. Well deserved.
mother of god
[QUOTE=SteveUK;36121889]This is the same guy who made the Shader Editor. Why hasn't Valve hired him yet?[/QUOTE] Something about finishing his education and visa's.
[QUOTE=SteveUK;36121889]This is the same guy who made the Shader Editor. Why hasn't Valve hired him yet? [b]Edit:[/b] apparently Valve did hire him. Well deserved.[/QUOTE] They haven't yet, he's still in college. It's not like an offer from them is going to ever go away so he might as well get education out of the way.
I wish I could do awesome stuff like this, but here I am playing games without significant skill in programming, modelling, or any such skills. I don't have the patience for any of it.
I should make a littlebigplanet clone.... this would be perfect
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