Leverage the Power of the GPU

In developing the procedural the terrain for Hades procedurally I ran into an issue – I couldn’t create the terrain at a reasonable scale so as to make it look naturally flowing without significant slowing of the rendering of the scene. Over the last three weeks I have spent a good portion of the time working on my game developing algorithms, ultimately landing on a GPU alpha masked texture solution which is at least in the ball park of reasonable performance. The slides reference the actual data for it, but I will reference the performance between the two implementations here.

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Water

Mike Whitfield and I are getting deeper into ogre, so expect more updates. He is actually laying a lot of groundwork for the game we are trying to make.