In fact, most engines using forward renderers have this limit in some form. Even later titles like Skyrim enforced such limits, leading to the infamous light pop-in. Due to hardware limitations and performance bottlenecks, this list is kept quite low. With the current engine, every object in the game gets assigned a list of lights. It’s a relatively modern technique for all things lighting. You recently implemented clustered rendering in OpenMW, can you talk a bit about it? What it is, and why it’s the best thing since sliced bread? ![]() My work with the post-processing framework was the most rewarding as I saw graphics artists come and create spectacular shaders shortly after the feature landed. Now, viewing the sea, mountains, and lava fields in the distance is a pleasurable experience. ![]() What’s worse is that the artifacts are view dependent, so they flicker as you move your camera. Lava fields would clip through to the mountains, ground level was filled with this awful zig-zag looking artifacts. Before this change, there was incredible precision loss as you look at things farther away. It transformed the world of Vvardenfell as I explored it. I can tell you the most exciting result was seeing the effect of the reverse-z depth buffer. When it comes to OpenMW itself, what was the most exciting thing for you to work on? Post-processing? Lighting? All of the above? None of the above? When I do work on OpenMW, I try and improve the engine itself in some way. These projects are not my priority nowadays. In 2090 I expect to finally release it, unless someone beats me to the chase. My most ambitious project is writing a Lua driven UI/HUD (named Crystal UI). Now that the Lua API is maturing and new rendering features added, these limitations are slowly being lifted. The ones I published were pretty random and I don’t maintain them much at all. Not really, due to limitations in MWScript and the engine I was never able to create any of the mods I really wanted to. Are there any that you are particularly fond of? You’ve been creating mods and shaders for both Morrowind and OpenMW. One thing led to another, and before you know it I had opened up a merge request on the project’s GitLab page. ![]() In my playthroughs I had noticed some terrible light popping in Balmora, so I decided to investigate. It wasn’t until around 2021 when the thought of contributing to the codebase came to my mind. Rather quickly I realized I enjoyed the modding bit more than the playing bit. I started a playthrough and discovered the world of modding. I was amazed that not one person, but a team, had designed an engine to run the game of my childhood. Prior to that, Morrowind was a distant thought in my mind. It started sometime around 2019 when a friend introduced me to the OpenMW engine. ![]() That was the phrase that came to mind, and so goes my origin story. I needed a handle for some account that I can’t remember many years back. Everyone always asks about the name, and I love telling the story and disappointing them. If I could meet anyone from the Elder Scrolls universe it would be Todd Howard. I love the icy cold, and my dream vacation is Solstheim. I’m 26 years old and I live in California where I work as a Software Developer. jvoisin Who are you and why aren’t you a bear anymore? What happened?
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |