This image presents terrain from the upcoming nGENE Tech demo, I’m
going to show as a proof-of-concept on annual IGK conference (Polish
Game Developers conference). nGENE Tech is free to use engine. More info
and dowloads are available at
A full screenshots gallery can be viewed at
Screenshot features following techniques:
* Preetham daylight model with added sun glare - the only change to
the original model was making sun look more like sun than a faint dot.
That was achieved through using pretty strong emission for pixels near
the sun (based on the angle between sky normal and light vectors). No
magic but I like the result.
* Terrain rendering - nothing new here, just simple terrain patches
created from height-map with box-filtering applied. Also haze is used.
* Clouds with light scattering and fade out towards horizon - simple
pixel shader tracing from the position of the sun
* HDR (I know it’s impossible to tell it from the picture)
* Water rendered as a post-process effect - this is due to the fact
deferred rendering is used. Rendering water this way allowed me to
improve it by adding several depth related information. By depth I mean
waters depth not scene depth. Of course as no real geometry is used, all
calculations (including normals computation) must be done in pixel
shader. The most important in my solution is realistic colour
extinction, something what most game waters lack in my opinion. Also
rendering in a post-process stage, having G-Bufferd filled with data
allows to create some nice waves. The waves in the picture doesn’t look
as good as they could as low resolution height-map was used. Also foam
is used to further improve water quality.
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So, you label nGene as a “game engine”. Is it a full game engine, or
more of a rendering engine?
The idea is to make it full game engine. Now it’s mostly renderer +
physics. But I’m currently also working on gui, animation, toolset and a
few games related things, so in a few months time it should be ready for
developing games on it.