Showing posts with label Shadow. Show all posts
Showing posts with label Shadow. Show all posts
Wednesday, May 5, 2010
Tuesday, April 27, 2010
Shadow map & PhysX
The shadow map implemented in KGE and there is an effect manager now that works with scene manager together.
The effect manager controls shadows, post process effects and some built in materials.
The KGE physX port is updated and now it has Ray casting, dynamics, triggers, collision detection and some new shapes.
The effect manager controls shadows, post process effects and some built in materials.
The KGE physX port is updated and now it has Ray casting, dynamics, triggers, collision detection and some new shapes.
Monday, March 1, 2010
Shadow map
- I worked on shadow mapping and after some works finally I successfully implemented shadow mapping for directional lights but I don't add this feature to the engine yet.

- Now KGE use PhysX for the physics and dynamics You can build the terrain shape and box for the dynamics and we will add more shapes for dynamics later.
- Everything in scene is rendering with multistream
- The Animated Meshes and tile terrain now use dynamic vertex buffers
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