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Metal Planet

Hacked together to learn DX, rushed towards the end. Around 30fps at 720p on stock 5770.

Features

  • Dynamic tiling with tiles generated on GPU.
  • Sort-of deferred shading, but G-Buffer is way too fat. Forward-shading would have been much more appropriate for this.

Lessons learned

  • You don't need classes. Data Oriented Design is clearly the way forward. But requires more planning.
  • A planet made of metal without an atmosphere was not a good choice: The only depth cues are basically the artifacts from the undersampled normal mapping in the distance -__-
  • A procedural normal map (combined octaves) is not a good idea. Gave me a lot of headaches.
  • Wasted a lot of time tweaking and fiddling with the lighting values.
  • Good assets are everything.

Nice to haves

  • Cull off-screen tiles
  • Group close tiles into single vertex buffer
  • Larger world
  • Slim down G-Buffer, e.g. position from depth
  • Profile and slim down pixel shaders
  • Cleaner tear down

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DX11 Demo: Metal Planet

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