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What I'm actually doing for INFRA right now...

Short answer? Not very much, other than flowmaps for some levels. But that’ll change soon, hopefully.

Long answer? Well, currently I’m waiting until I am given a nice big fat NDA to sign before I’m able to be given source code access for INFRA… Aaand after that it becomes a massive game of “guess what you broke because you tried to do something expected but our crappy tools didn’t like it so fuck you” because whoever wrote Source 1’s toolchain is an imbecile. After all of that crap is sorted, the fun will actually begin…

First up on the list of features which REALLY need to be implemented, parallax corrected cubemaps. Yep, they’re a doddle to get set up and cost a couple of extra instructions for a huge visual quality increase. To show just how much of an increase of visual quality you can gain from such a simple implementation, here’s a similar thing done with Source 2013 by a fellow Facepunch user by the name of Firegod522.


As you can see, the quality improvement is huge for such a simple trick. This technique has been used in quite a few games as of late, and as the cubemap textures are static it’s really fast to render them, even with the additional code for parallax correction. Hopefully as we’re using a later version of Source the implementation will be a smoother process than it was for him (mostly with shadercompiler, as it’s an old, broken piece of shit.) But I don’t have much hope that it will be.

How about giving us a free upgrade to Source 2, Valve? Pwetty pwease? 

| #infra | #cubemaps | #features | #coming-soon |

Decals in Source 2

Decals in Source 2 are handled in a rather peculiar way; instead of lazy-lazy deferred decals, Source 2 employs a hybrid style of decal, using both projected geometry and deferred GBuffers (as far as I can tell…) to render decals allows for more control over the geometry which receives decals on a per-decal basis instead of globally via GBuffer masking. This definitely is an improvement over more simpler techniques, such as the ones used in Unreal Engine 4 which are surprisingly limited. 


Oh and as you may notice, I’m using arbitrary geometry on this decal, which looks like this without debugging enabled.


Really looking forward to seeing more of Source 2 in the near future. Hopefully Valve will announce a new game running on it.

| #source-2 | #rendering | #shaders | #decals | #valve | #gamedev | #deferred-decals | #dynamic-mesh |

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About Me

I am a 20 year old currently involved in graphics programming for INFRA. In my free time I enjoy taking photographs. I am also interested in game engines and often spend time experimenting with various ones including Unreal and Source. I also enjoy watching TV series including Game of Thrones, Breaking Bad, How I Met Your Mother and more. I have formal qualifications in both ICT and Media and am highly experienced working with cameras and have a passion for film making.


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