This is the second iteration of my 4th attempt at making a game engine. It is a cross-platform (Mac, Linux, Windows) engine based on the SDL libraries and OpenGL. It supports full HDR with deferred shading using multiple render targets. Post-processing effects include depth of field, edge map anti-aliasing, auto-exposure and shadows. The engine also features support for Lua scripting used in renderer configuration and shader preprocessing. Dual-core optimized for maximum efficiency. The entity class uses a property based system that allows for superior modularization. The engine takes advantage of advanced hardware acceleration through shader 3.0 support.
[...] Engine including HDR, auto-exposure, edge detect anti-aliasing, shadow mapping and more. Check the page for more info. Share and [...]
Logos Engine – HDR Video | Colin Godsey — October 30th, 2009 at 2:56 am