PBR: Material Editor – Introduction

One of the most important modules in the Games Development Career in Teesside University (UK) is the Computing Project. Every year, students from the final year are asked to develop their own programming project alone. This is a good opportunity for us to investigate in those topics we care about…

PBR: Material Editor – Update 1

My plan for this first week was to create the project and implement the multi-threading system. However, this week has been productive. I started the week creating the solution. I am using genie for this. GENie is a project generator tool that allows you to easily create projects for multiple platforms and…

PBR: Material Editor – Update 2

In my first post, I introduced a schedule where I planned all the big tasks in my time from now to May. For this second week, I planned to be working on the Render Engine. I am producing an API independent library where the rendering API can be decided at…

PBR: Material Editor – Update 3

Rendering This week I have been working in multiple areas I thought should be done before continuing developing the main aspects of the application. For this third week I was supposed to be working on the component system of the engine; however, I finished most of the components two weeks…

PBR: Material Editor – Update 4

At this point of the development, the need of a test area to work with models and textures and play with some of their aspects has been growing. Furthermore, according to my schedule, I was supposed to be working on editor features; therefore, this week I have been designing the…

PBR: Material Editor – Update 5

This fifth week I was supposed to be working on the initial implementation of PBR and IBL; however, this week I have been pretty busy with some work/university stuff, even so, I have been working on some other tasks I was needing to complete before the realistic material implementation. One…

PBR: Material Editor – Update 6

Unreal Engine 4: Physically Based Rendering Nowadays PBR is one of the most common topics in modern games, rendering engines and artists workflows. PBR is another shading technique based on energy conservation and physical properties. Classical shading techniques use the direction of the light and the position of the eye…

PBR: Material Editor – Update 7

Structure Modifications & New Features The development of a game engine can be complex and enormous. New features require deep changes that can complicate the initial structure or even to change it for a new one (something that can be a really painful experience). Some things do not work as…

PBR: Material Editor – Update 8

At this point of the development I have to focus on the final implementation and in the details, I have left to finish. Most of the work is at least done; however, I still have some details to finish and, more importantly, I still have some parts to implement inside…

PBR: Material Editor – Update 9

There is only one month left to finish this project. The due date is May 8th and there is still some work to do. I would like to use this post to list the things that I would like to integrate, the things I have to integrate and the things…

PBR: Material Editor – Update 10

I have been away from the blog for some weeks; however, in these three weeks, I have been finishing what I had left to do for my final project. In the last post, I talked about the final IBL implementation I was producing. At that time, I had finished the radiance…