Traditionally geometry instancing has been a rather tame concept: Load a model once into memory, render it multiple times in a single frame with different translations.
The idea of geometry instancing is to speed up the rendering of large amounts of similarly structured triangles. The weather renderer in my game engine uses instancing to display lots [...]
The engine I am developing for my games uses deferred rendering so I’m posting about the basics of a deferred renderer which is actually a lot more straight forward than many people think.
A deferred renderer is basically a method for rendering graphics where the effects are not applied to the scene during the stage in [...]
Depth of field is one of the cooler things we see in games and like bloom if abused is noticed in a bad way but if used properly is not noticed in a good way. It’s one of those things you don’t want the gamer to notice too much of because if they do it [...]