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Screen Space Ambient Occlusion (SSAO) and deferred rendering….

Posted by (twitter: @AlwaysGeeky)
May 22nd, 2012 9:36 pm

Been working away on my Voxel engine that I first created during the last Ludum Dare and just created an SSAO shader (As per requested by Vigrid) and I am so pleased with it, I wanted to show it off and also show my general progress…

I have put up some more videos on YouTube too:

Please checkout my channel. ;)

Also people have been asking for guides and tutorials, I am in the process of making these and posting them here: https://sites.google.com/site/letsmakeavoxelengine/home so if anyone wants to learn about making a voxel engine, or even follow in my footsteps, I am documenting my steps there…

Enjoy :D

AlwaysGeeky

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4 Responses to “Screen Space Ambient Occlusion (SSAO) and deferred rendering….”

  1. johnfn says:

    I worked on a game with SSAO for a school project a few months back, and it is darn hard. Impressive work! :)

  2. Phased says:

    cant wait too see the actual code to create vbo’s and that =D I think im going to make a voxel based game for my school project.

  3. vigrid says:

    Well, @AlwaysGeeky, you have set the bar for me :) SSAO could be a bit more subtle to my taste, but it’s still great looking :D

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