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    Screen Space Ambient Occlusion (SSAO) and deferred rendering….

    Posted by (twitter: @AlwaysGeeky)
    May 22nd, 2012 9:36 pm

    Been working away on my Voxel engine that I first created during the last Ludum Dare and just created an SSAO shader (As per requested by Vigrid) and I am so pleased with it, I wanted to show it off and also show my general progress…

    I have put up some more videos on YouTube too:

    Please checkout my channel. ;)

    Also people have been asking for guides and tutorials, I am in the process of making these and posting them here: https://sites.google.com/site/letsmakeavoxelengine/home so if anyone wants to learn about making a voxel engine, or even follow in my footsteps, I am documenting my steps there…

    Enjoy :D

    AlwaysGeeky

    Tags: , , , , , , , , , , ,

    4 Responses to “Screen Space Ambient Occlusion (SSAO) and deferred rendering….”

    1. johnfn says:

      I worked on a game with SSAO for a school project a few months back, and it is darn hard. Impressive work! :)

    2. Phased says:

      cant wait too see the actual code to create vbo’s and that =D I think im going to make a voxel based game for my school project.

    3. vigrid says:

      Well, @AlwaysGeeky, you have set the bar for me :) SSAO could be a bit more subtle to my taste, but it’s still great looking :D

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