Game Engine Programming 056.1 - Tightly packed light arrays | C++ Game Engine

✅ Support Game Engine Series Previously, we added directional lights to primal engine and we used them to light all objects in the scene. However, in the real world, most lights come from sources that’re relatively close the objects they affect. The most common way of modelling this kind of lights in computer graphics is by using point lights, also known as omnidirectional lights, and spotlights. Today we’re going to expand the light module to support these light types as well. 🟥(Red Episode) ✅ Donations: ✅ Discord ✅ Twitter 🐱 Mr. Frummel & Louis’ unreal adventures 💜 Big thanks to Tribal Elders: Omar Rayyan 💚 Big thanks to Chief patrons: Simon, Eero Laine 🧡 Big thanks to Shaman patrons: Zachary Shrout, mg, Shaun Mitchell, Neil Wang, Michael McMahon, Jan Ohlmann, deathcat00, Talis Lincoln 00:00 - intro 00:53 - using input binding events 03:51 - fix a couple of things 05:58 - add new light properties 07:23 - add light data and arrays 10:54 - explain tight packing of light data 14:21 - adding cullable lights (incomplete) 17:26 - getting dirty keywords: graphics, renderer, lighting, spotlight, light culling, directx, direct3d by Arash Khatami ------------------------------------------------------------- #PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries
Back to Top