✅ Support Game Engine Series / gameengineseries
We've been writing a base implementation for tile-based light-culling, and we managed to finish it in the last video. As you can see here, we're able to render a lot of lights, which is awesome! And although this is working well and we could move on to work on the next topic in our engine, I think it'd be wise to spend a bit more time on our lighting system and make it better. So, in this new episode, we're going to clean-up the lighting code, test it more extensively and fix any issues that we encounter, and finally try to optimize the light-culling algorithm in order to hopefully get better performance.
🟥(Red Episode)
✅ Donations:
https://www.paypal.com/paypalme/arash...
✅ Discord
/ discord
✅ Twitter
/ primalnippleman
🐱 Mr. Frummel & Louis' unreal adventures
/ mr.frummel
💜 Big thanks to Tribal Elders:
Omar Rayyan, Von Bismarck, Falcon1911
💚 Big thanks to Chief patrons:
Simon, Eero Laine
🧡 Big thanks to Shaman patrons:
Zachary Shrout, mg, Shaun Mitchell, Neil Wang, Jan Ohlmann, deathcat00, Talis Lincoln
00:00 - intro
01:05 - uav clearable buffer
05:49 - avoid checking for light updates unnecessarily
09:00 - clean up light-set class
09:52 - clean up d3d12 light-buffer class
15:12 - fun with lights (testing)
keywords: graphics, renderer, lighting, light culling, directx, direct3d, hlsl
by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries