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Edison Gao 主讲人:高原

GameFinal is an open-source 3D game engine designed for next-gen hardware. It supports resource management, skeleton animation, dynamic lights, shaders, deferred shading, anti-aliasing, and more. Developed by Edison Gao, it is fast, flexible, and easy to use.

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Edison Gao 主讲人:高原

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  1. Edison Gao 主讲人:高原

  2. GameFinalA Next-Gen 3D Game Engine Edison Gao

  3. GameFinal is an open-source 3D game engine which fits next-gen hardware. Most of its modules are written in C++ Based on DirectX11 Flexible, extensible, fast and easy to use. What is GameFinal?

  4. GameFinal supports the following features: Resource Management Skeleton Animation Dynamic lights Built-in and extensible shaders Deferred Shading Dynamic Shadow Anti-aliasing Tessallation Multiple instances rendering Post effects LOD Terrain System GPGPU Transparent objects Billboards Tool Chains Features

  5. Divide the resources into groups Lazy loading All the pipelines and materials could be configured in XML. Lightweight objects, for RenderStates, InputLayout... (Flyweight pattern) Resource Management

  6. Support both Forward Shading and Deferred Shading For Forward Shading, GameFinal computes and maintains which light affects which object. Scene management and culling is based on Octree. Shading

  7. Tile-Based Deferred Shading Two-stage light culling 1st stage: On CPU, based on octree. 2nd stage: On GPU, based on Compute Shader. Deferred Shading all lights CPU culling less lights GPUculling shading compute shader

  8. Based on Shadow Mapping Algorithm Anti-aliasing Algorithm: PCF Faster and look more natural than traditional PCF. GameFinal takes more samples on the edges of the shadows. 4-level cascade shadow for directional lights Shadow

  9. GameFinal could draw much more meshes or objects with the same model. Based on Instancing Culling invisible instances before rendering More Geometric Complexity 3000 dynamic cubes bounded with physics grassland

  10. GameFinal supports many post effects (such as Gaussian Blur, Motion Blur and Blooming) Based on Compositors(Chain of Responsibility Pattern) , More flexible New Anti-aliasing in deferred shading Post Effect and Anti-aliasing Anti-aliasing ON Anti-aliasing OFF

  11. Tool Chains Scene Editor:

  12. Physics Editor: Tool Chains More Tools : Mesh Converter, Terrain Texture Generator

  13. An interesting racing game developed by myself. Developed using GameFinal It'll be released this autumn. An Indie Game

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