Ludum Dare 36
The Theme is:
Ancient Technology

The Compo ends in
Solo, from scratch, with source, in 48 hours.

The Jam ends in
Solo and Teams, relaxed, 72 hours.

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 😀

AlwaysGeeky

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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 😀

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