This video showcases some new features of the deferred rendering system in my Logos Engine including HDR, auto-exposure, edge detect anti-aliasing, shadow mapping and more. Check the page for more info.

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I just finished implementing my deferred lighting and shadow mapping system for the T2 (Logos) engine that will be used for my upcoming structure based game. Here is a nice little screenshot of the whole deferred lighting system with HDR, depth of field and shadow mapping using OpenGL 2.1 post-processing techniques. The tank is just there to show off the shadows.

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Hey guys, keep tuned for updates on CRG Studios’ upcoming simulator: Structure. It is past concept and will soon be impacting your world. The engine this will be using will be my open source T2 Engine. This game will be cross-platform, hardware enabled and terribly awesome.

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