Sunday, June 30, 2013

Google Console / Visual Studio 2013 will support C99

Google making a console is an interesting news item. Like Apple they can utilize standard mobile phone parts and extend Android to support controllers.
What does it take to make this work:

1. High-end good looking apps: there is no need to have a fallback rendering path, so you can optimize until the last cycle
2. Dedicated section in the app store to highlight the controller-capable apps
3. The NDK needs to be better supported: I mentioned it here in the past, it is good that the NDK exists. This is the most important basic requirement to get existing tech to Android phones ...
4. A good controller with good support goes a long way ...

In other news, Visual Studio 2013 will finally support C99. This is something I always wished for, not only because C99 is a perfect game development language and mighty portable but also because open-source projects quite often favor C99 ... so now we can finally move our code base from C++ to C99 and it will still compile in a C++ environment like Visual Studio. For people who actually write engine code that is cross-platform or shared between teams, this is good news ...

http://arstechnica.com/information-technology/2013/06/c99-acknowledged-at-last-as-microsoft-lays-out-its-path-to-c14/


Monday, June 24, 2013

Lighting a Game / Lighting Artists / Physically / Observational Lighting models / Bounce Lighting

Here is a way on how modern game engines can light scenes. I was just describing this in a forum post: the idea is following what the CG movie industry is doing. Placing real-time lights happens similar to CG movies. In CG movies we have thousands of lights and in games we have now dozens or most of the time 100+ lights in scenes. Compared to switching from observational to physical lighting models, this makes the biggest difference. Then each of those lights can also cast bounce lighting which is another switch for the artist. So in essence artists can place lots of lights, switch on / off shadows on each light and switch on / off real-time GI on each light. The light / shadow part was already possible on XBOX 360 / PS3 but now on the next-gen consoles we also have bounce lighting per light. That gives lighting artists a wide range of options to light scenes. A lighting setup like this would be overkill in a game like Blackfoot Blade, where you fly in a helicopter high above ground. We have only a few dozen real-time lights on screen without shadows (each rocket casts a light, the machine gun of the helicopter, even the projectiles from the tanks and the flair). The game runs also on tablets. With any ground based game like an open-world game, lots of lights makes a huge difference to light corners and the environment. It is one of those "better than real" options that lighting artists like. My point is comparing the switch from observational to physically based lighting models with switching from a few lights to lots of lights. The later gives you much more "bang for the buck", so you want to do this first. Any scene in shadows will not look much better with a physically based lighting model if you only use one or a few light sources but with lots of lights you can make it look "better than real".