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This is the third game that the author has dissected. The previous two are also very nice :) http://www.adriancourreges.com/blog/2015/06/23/supreme-commander-
by corysama 11y ago
This is the third game that the author has dissected. The previous two are also very nice :)
http://www.adriancourreges.com/blog/2015/06/23/supreme-commander-graphics-study/ http://www.adriancourreges.com/blog/2015/06/23/supreme-comma...
http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/ http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human...
- MasterScrat 11y agoHow does he know so much about the engine internals? Reverse-engineering?
- lispit 11y agoHe used Renderdoc, which lets you pick a frame apart draw call by draw call, inspect shader bytecode, etc. https://github.com/baldurk/renderdoc https://github.com/baldurk/renderdoc
- franzb 11y agoI suspect he's using graphics debugging tools like RenderDoc: https://github.com/baldurk/renderdoc https://github.com/baldurk/renderdoc
- robbies 11y agoHe calls out Renderdoc for picking out rendering internals in the third part of the series: http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study-part-3/ http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphic... You can poke around D3D11 and OGL games, though I haven't tried out the OGL functionality. Next-gen api support is coming as well. If you've poked around other engines, either via debuggers or actual engine development, you actually run into a lot of the same concepts as far as piecing a frame together. The interesting parts come in the details of those sub-passes, which is what gets analyzed by the article author.