Background

A long overdue update!

A Long Overdue Update!

 

So, we haven't been posting a lot of updates the last couple of months. This is mostly due to our academic careers taking up our time.

Don't worry though, this doesn't mean there isn't any work being done behind the scenes. Some cool new features have been implemented in our Rain Engine project, and some really sweet game agreements have been made for using the Rain Engine in some non-Rainware made games.

 

So on to the content.

 

The Shiny Stuff

Let's start off with some new flashy stuff we've built for use in the Rain Engine. One of the features we've been working on for a while (and which we've been really excited about) is a lighting technique called Tile-based deferred shading. This is DirectX11-only technique designed by DICE for their Frostbite engine.

The result is a super-duper oiled up fast lighting pipeline with support for a massive amount of dynamic lights (1000+) without even requiring a high-end graphics card.

 

Some results (click to enlarge):

 

Tiled Lighting Render

Tiled Lighting Render

 

Of course, for those of you still rocking the DirectX10 hardware we have made performance advancements in the more classic lighting systems as well. A bunch of other more experimental lighting implementations will be done as well, since we can just plug in new lighting systems into our pipeline system (see this blog post for more details about that)

 

The Disorienting Stuff

So, let's talk about the Oculus Rift. The Oculus Rift (for those of you who don't know) is an affordable VR solution which is taking the gaming and game development scene by storm. It had a majorly successful Kickstarter project and is being supported by some of the biggest names in the game development industry. Right now it's only available in a dev-kit form which isn't exactly suited for normal consumer use. The dev-kit has some lower specifications than the consumer version will have (like screen-resolution), but it already gives developers a chance to get their systems ready for the consumer product launch.

 

I'm happy to announce that native support for the Oculus Rift in the Rain Engine is being implemented. We'll have more info on this in the coming months.

 

Wrapping up

I do believe that's about all I wanted to say. We'll try to do some more updates in the coming months as we'll have more time to dedicate to Rainware and related projects.

 

Until next time.

Posted by Gijs on 2013-06-26 09:10:40

Click here for more blog posts