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.
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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
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries
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