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I've refactored the rendering system in my engine. The old way of rendering was complete in SDR. In this update I created a separate off screen framebuffer that everything is rendered to first. This offscreen framebuffer is a float framebuffer, and can store values outside of the normal [0,1] range. This allows me to store realistic lighting values. Before the imagine is rendered on screen, the offscreen framebuffer is put on the main framebuffer and mapped back to a [0,1] range using Reinhard tone mapping. To make things look better I added a simple bloom implementation. It just collects anything emitting light greater than some specified value. A series of Horizontal and Vertical Gaussian blurs are applied to the high light value colors and then blended back onto the final image. I added a fire effect behind the ship to give illusion that something is actually pushing the ship forward. 0:00 Old Graphics 0:19 New Graphics 0:38 HDR Frame Buffer 1:03 Simple Bloom Implementation 1:38 ToneMapping 1:41 Normal Mapping 2:09 Engine Fire FX 2:18 Outro full playlist: full playlist: • Spatial Hashing (C++ Space Arcade Game Upd... Refactored rendering system to use HDR, Bloom, and normal maps. This game is open source and not commercial. Recorded September 28 2020 Current libraries: glm math library glfw for window abstraction glad for opengl function mapping assimp for parsing model files stbimage for image loading imgui for debug GUI nlohmann/json for json parsing and serializing in c++ OpenAL soft as an OpenAL implementation dr_lib audio loading rendering API is OpenGL 3.3 Update: game released, play here: https://enigma-tutorials.itch.io/spac... Disclaimer: Opinions are my own and not associated with my employer.