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gpu-crunchers-blog · 5 years
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Weather systems in games🌬️🌀🌫️🌄🌪️ ___________________________ Based on time and environmental conditions game designers can play with your head, tricking you into believing its actually raining in game. When it comes to design the weather systems its all about mood setting. 🌦️ Its nice n sunny, you hear the sound effects of birds chirping, all of a sudden lights get dark, sun hides behind the clouds, and it starts raining, reflecting the road you're driving on, as you see the lighting across the sky. Many games these days come with their own weather systems, especially in racing simulators its really important to have weather effects. However, All the systems have to work together in harmony in order for this to work. E.g. As it will start raining in the racing sim, you'll start to notice the physics also getting changed, car will be slippery, and harder to break. https://www.instagram.com/p/B2NuG2uHBCS/?igshid=1vqwdxp7hk3cr
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gpu-crunchers-blog · 5 years
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Some things never get old. . . . . . . . . . #rockstar #rockstargames #grandtheftauto #vicecity #liberty https://www.instagram.com/p/B2CcjeWH65y/?igshid=105e1nymhc0ar
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gpu-crunchers-blog · 5 years
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Making things glow! A very cheap post processing technique. Its sometimes called as bloom. Technique is simple but requires you to handle multiple render targets. Step 1- scan the entire output frame (aka framebuffer) Step 2- extract the part of the scene which is bright ( u compare the color value to white ) and save it in a buffer. Step 3- blue the buffer you saved in step 2. Step 4- merge the step 3 buffer with original image . . . . . #games #development #graphics #cg #jungle https://www.instagram.com/p/B1u3BFhHq6S/?igshid=o274f8j325pu
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gpu-crunchers-blog · 5 years
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Instanced rendering: A method of drawing multiple objects with a single draw call. Usually when you make a draw object call object information is transferred to GPU. When you have thousands of objects, grass in this example, making that many draw calls is time consuming. Instanced rendering helps you draw multiple copies of same objects on different locations. For thousands of objects information is passed to the GPU only once. This increases the performance of your game. You can further optimise the performance by using LoD techniques. This is another screenshot from #2014. The instanced rendering is used throughout the game engine in many places. #ubisoft #grass #gamer #games dev https://www.instagram.com/p/B1VcyuDHdVV/?igshid=pkdnr9fza8f8
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gpu-crunchers-blog · 5 years
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This is a 2016 game by Ubisoft. Its made with Snowdrop engine written in C++. This game made a lot of hype for it's graphics. #ubisoft #thedivision #destruction https://www.instagram.com/p/B1VKr7nHQgB/?igshid=18qynurw83g5s
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gpu-crunchers-blog · 5 years
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--created using C++ and OpenGL. 😈 #hunter and #hunted https://www.instagram.com/p/B1Taqi7nl6i/?igshid=iwt051zmfe9d
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gpu-crunchers-blog · 5 years
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Another throwback from #2016 #jungle #nature #digitalart #games #development #pubg #openworld https://www.instagram.com/p/B1Sot-LHGho/?igshid=lb8lno9nb94v
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gpu-crunchers-blog · 5 years
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#throwback #2013 File explorer in 3D perspective view. This is how you can combine concepts of operating system and 3d graphics. In this program i have modelled windows file system in 3D. The program was made using C++, Win32 SDK, And OpenGL. . . . . . #graphics #games #development https://www.instagram.com/p/B1EetiaHOv4/?igshid=1jqap0kku8oy6
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gpu-crunchers-blog · 5 years
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Every #reflection has a story. You can see more through reflections. (at GPU Crunchers) https://www.instagram.com/p/B1B9S0DnO2v/?igshid=1cvxcl5es6mjw
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gpu-crunchers-blog · 5 years
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What is Particle FX engine…? A system of rendering large number of small objects, .e.g. debrees, stars, fog, etc.
Each of object these objects have physics properties of their own, helping game developers to create more realistic looking environments.
Pay attention to the dust particles u see in the video as car crashes.
Modern game engines use particle engines similar to these to create interesting looking effects.
#game #engine
#particles #system
#physics
#asphalt
#racing
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gpu-crunchers-blog · 5 years
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Games these days, are so photo-realistic that it is hard to tell the difference between what's real and what's imaginary.
Look at the screenshot,there are trees, buildings, clouds, water, grass, towers and myriad other things, making it an entire world in itself!
Rendering so many things at a time on the screen, along with maintaining a healthy frame rate of 60 is a touch job.People who write the modern game engines use many optimisation techniques in order to tackle such scenarios.
One such technique, is called Instanced Rendering.
In the screenshot above, you see a few trees, a few buildings but thousands of grass blades. Every object has a draw call, for grass blades even if you put it in a loop, it will mean that you’re calling GPU function to draw for every single grass blade.
This is the scenario in which Instanced rendering will be used.
We gather our data about each and every grass blades; its size, position, color, and store it all in one buffer, to send it once to GPU, making one single call to draw, which saves previous CPU cycles of transferring data to the GPU, and games gain upto 25% faster FPS rate depending on situation. #ps4 #ubisoft #gamer #reddeadredemption #grandtheftauto #xbox #rockstar #game
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gpu-crunchers-blog · 5 years
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#wireframe mode rendering.
When you draw a geometry using GPU rendering libraries you can choose to render it only using wireframes.
This lets you see your game down to the bone ;)
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#games
#gamer
#gdc
#ps4
#xbox
#gamesdevelopment
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