The Geometry Pass: Deferred Rendering in GameMaker (2024.6+)

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  • Опубліковано 15 вер 2024

КОМЕНТАРІ • 7

  • @lksxxtodin5292
    @lksxxtodin5292 2 місяці тому +4

    Love you Dragonite ❤😻😘🥰

  • @MisogynyMan
    @MisogynyMan 2 місяці тому +3

    Some constructive criticism, which I'm not going to discuss here.
    You should do that thing, which I'm not going to discuss here, different. It would certainly improve the quality of the video, which I'm not going to discuss here.

    • @Lunastela64
      @Lunastela64 2 місяці тому +1

      I don't think you should say this right now. Leave it for a later point in the series!

  • @GrandHighGamer
    @GrandHighGamer 2 місяці тому

    The first 'pro' for deferred rendering (no overdraw for opaque objects) can be done with a depth pre-pass, just render the scene once only writing to the death buffer then you render normally with the depth comparison set to equals. Kind of a pain to do that with gamemaker though and probably a lot slower than deferred. In engines where you can more easily redraw all your geometry without rebuilding all the draw calls from scratch I imagine it quickly becomes worth it with any kind of complex shaders though.

    • @DragoniteSpam
      @DragoniteSpam  2 місяці тому

      isn't that like a half-step away from forward+?

    • @DragoniteSpam
      @DragoniteSpam  2 місяці тому

      @@GrandHighGamer Oh no the depth pre-pass is different, never mind. Possibly something that could be done in the new runtime though

  • @Bungungus
    @Bungungus 2 місяці тому

    ngl I installed GMS2 because of wizarducks.