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ainur-engine.blogspot.com

Ainur Engine

Ainur is a modern C OpenGL-based game engine. Sunday, October 17, 2010. This is not real HDR because input scene is stored in a PF FLOAT A8R8G8B8 buffer not a PF FLOAT16 RGBA. With my deferred shading system it should be possible because the first MRT buffer is a floating point one (storing diffuse in RGB and specular in A) and the light pass exceed 1.0f - but if the HDR compositor tries to use a floating buffer as input it shows artifacts and doesn't render the sky. With hdrExposure set to 1.5f. The Def...

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Ainur Engine | ainur-engine.blogspot.com Reviews
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Ainur is a modern C OpenGL-based game engine. Sunday, October 17, 2010. This is not real HDR because input scene is stored in a PF FLOAT A8R8G8B8 buffer not a PF FLOAT16 RGBA. With my deferred shading system it should be possible because the first MRT buffer is a floating point one (storing diffuse in RGB and specular in A) and the light pass exceed 1.0f - but if the HDR compositor tries to use a floating buffer as input it shows artifacts and doesn't render the sky. With hdrExposure set to 1.5f. The Def...
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Ainur Engine | ainur-engine.blogspot.com Reviews

https://ainur-engine.blogspot.com

Ainur is a modern C OpenGL-based game engine. Sunday, October 17, 2010. This is not real HDR because input scene is stored in a PF FLOAT A8R8G8B8 buffer not a PF FLOAT16 RGBA. With my deferred shading system it should be possible because the first MRT buffer is a floating point one (storing diffuse in RGB and specular in A) and the light pass exceed 1.0f - but if the HDR compositor tries to use a floating buffer as input it shows artifacts and doesn't render the sky. With hdrExposure set to 1.5f. The Def...

INTERNAL PAGES

ainur-engine.blogspot.com ainur-engine.blogspot.com
1

Ainur Engine: January 2009

http://ainur-engine.blogspot.com/2009_01_01_archive.html

Ainur is a modern C OpenGL-based game engine. Sunday, January 4, 2009. I'm implementing dynamic lighting adapting the shaders I've found on the ETM forum, but I noticed that the grass made wtih PagedGeometry doesn't support lighting. Fortunately, someone wrote the patch and this allowed me to concentrate on getting proper dynamic lighting with normal mapping on ETM. Here's the topic on the PG forum. You can also download the diff file here. Posted by Pier Luigi Fiorini. A note about terrains. Terrains wi...

2

Ainur Engine: December 2008

http://ainur-engine.blogspot.com/2008_12_01_archive.html

Ainur is a modern C OpenGL-based game engine. Monday, December 29, 2008. With this rewrite of Ainur, I will loose several Ogre3D stuff. Before thinking about shaders, post-process effects and all the graphics stuff, I need to implement "core" stuff like singletons. In the previous version I wrote all the managers as singletons because the game engine only need one instance that is accessible from every place. In getSingletonPtr() we create the pointer if it doesn't exist yet and return it to the caller.

3

Ainur Engine: Improved outdoor lighting

http://ainur-engine.blogspot.com/2010/10/improved-outdoor-lighting.html

Ainur is a modern C OpenGL-based game engine. Saturday, October 9, 2010. Finally, outdoor lighting has been improved although I'm still not sure it's done the right way. Two directional lights are used (sun and moon) and SkyX's sun direction is given to the first while its opposite vector is given to the second light. Sun's specular and diffuse colours are taken from SkyX's sun and ambient gradients and multiplied by some colour values to make it better looking. Posted by Pier Luigi Fiorini.

4

Ainur Engine: September 2010

http://ainur-engine.blogspot.com/2010_09_01_archive.html

Ainur is a modern C OpenGL-based game engine. Thursday, September 30, 2010. Next on the list. In these days I'm working on an AngelScript interpreter that will be integrated with the Console and probably the Properties system. Code base clean up. Code style cleanup: I'm not satisfied with current astyle options so I would like to make the code pretty and separate methods with a line, and also separate different classes that lives in the same source file. Merge OIS with InputManager class. Fix SkyX volume...

5

Ainur Engine: August 2010

http://ainur-engine.blogspot.com/2010_08_01_archive.html

Ainur is a modern C OpenGL-based game engine. Monday, August 23, 2010. New build system and Linux compatibility. Study of Bullet and terrain collision continues, but I think it's the time to add Linux support to the engine (and MacOS X as well). So I decided to move the build system from plain VisualStudio solutions to CMake. Supporting Linux and MacOS X means OpenGL so once CMake conversion is done, it will be time to update SkyX and Hydrax shaders to GLSL or Cg. Posted by Pier Luigi Fiorini. Now the co...

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Ainur Engine

Ainur is a modern C OpenGL-based game engine. Sunday, October 17, 2010. This is not real HDR because input scene is stored in a PF FLOAT A8R8G8B8 buffer not a PF FLOAT16 RGBA. With my deferred shading system it should be possible because the first MRT buffer is a floating point one (storing diffuse in RGB and specular in A) and the light pass exceed 1.0f - but if the HDR compositor tries to use a floating buffer as input it shows artifacts and doesn't render the sky. With hdrExposure set to 1.5f. The Def...

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