For some time now, I’ve been using stencil shadows as my go-to solution for shadowing characters and environments uniformly. More recently, I’ve decided to abandon stencil shadows and start researching shadow maps more in depth. It is kind sad to see hundreds; potentially thousands, of lines of code being deleted. The two techniques are so drastically different that it is nearly impossible to re-use any part of the stencil code.
Various Stencil Shadowing Code Snippets; gone.
- Generating and store edge lists and connection information per model.
- Dynamically re-calculating face planes for each triangle.
- Silouette detection and volume edge extruding.
- Dynamic volume construction with near and far caps.
- Precomputed optimal shadow volume construction during map export.
- Stencil shadow volume rendering code, z-pass and z-fail.
- Numerous stencil shadow hardware optimization features (z culling, light clipping, scissoring).
All of these features will likely be replaced by 1 source file that generates a depth texture from the visible geometry. I wonder how many hundreds of hours I spent writing and debugging all of that code. It’s insane, but it was a fun lesson to learn. Now it’s time to leave the legal baggage behind and move on to a more common industry standard.
I must say that I am a bit confused about something. I do wonder if it is common for a person to receive additional responsibilities as they are promoted, or simply receive a new set of responsibilities. Even if the new set is larger than the old (something to be expected with a promotion), one would expect that some older responsibilities would begin to shift away. Currently, I am in the middle of many responsibilities, but it didn’t always used to be this way.
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I have finally found a game that answers the question, “can games make you cry?”. It’s not what you think.
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After 20 hours of “walk forward, kill something, cut scene, repeat”, and 30+ attempts to kill the same cheap boss, I have only this to say about Final Fantasy III….
like digital razor blades.
I just want party control.
Watching the recent trailer of Gears of War 3 made the tiny little fan-boy inside of me giggle with warm and fuzzy feelings of utter desperation. Though this type of trailer had been done for the original Gears of War, the actual story didn’t even come close. Epic’s attempts to invoke any kind of emotional story was laughable in the actual game, despite their trailers that seemed to push the question, “can games make you cry”. After all, who really cared about the “feelings” of a man with 24″ biceps, holding the world’s most powerful shotgun?
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