Simplifying My Workflow
I had to do this post quickly since we are busy preparing for our beta.
Friends don’t let friends use BS workflows.
I put together a video of the bare essentials to a descent workflow for my fellow rendering engineers and to share some details on our IBL lighting technique used in game. Personally, I need simple systems that run very fast so that I can explore options and be creative with my ideas and optimizations. Also, I like knowing that the game engine and my tools are the same system so that I don’t have to prototype in one and then port to the other.
Here is an outline of those bare essentials:
- Data auto-reloading
- Data driven shaders
- Scriptable render passes
- Data – operator separation for shaders (constant whiteboard)
- Dynamic tuning UI