One thing I never used to pay attention to is gamma correction. This is mainly because it rarely gets mentioned, and also because you can usually get pretty good results without ever even thinking about it. However it only took a few days at my new job for me to realize just how essential it is if you want professional-quality results.
I remember reading someone say on gamedev.net that at some point everyone tries to write their own UI system, and usually gets it wrong. Apparently he’s right (or at least about the first part), because I’ve gone ahead and written a menu/UI system.
While the idea of deferred shading/deferred rendering isn’t quite as hot as it was year or two ago (OMG, Killzone 2 uses deferred rendering!), it’s still a cool idea that gets discussed rather often.
For my next sample I was planning on extending my deferred shadow maps sample to implement cascaded shadow maps…
Over the past week or so I’ve been completely reworking my collision system in order to better decouple it from other areas of code, and also make it more flexible.
Got a new sample ready, this one shows how you can defer shadow map calculations to a separate screen-space pass using a depth buffer.
Designing an effective and performant HDR implementation for my game’s engine was a step that was complicated a bit by a few of the quirks of running XNA on the Xbox 360.