Chronicles: Game Development, Game Engines & Retro Futuristic Steampunk Musings.


  • Contrast Adaptive Sharpening – AMD Post Process Technique

    Contrast Adaptive Sharpening – AMD Post Process Technique

    I’ve been experimenting with part of AMD FidelityFX suite. So far the sharpening effect is really proving worthwhile at very little performance cost: Perhaps easier to see with this juxtapose approach: It produces a subtle but very clear sharpening effect, testing continues …

  • Graf Zeppelin – The Popular Science Educator c. 1935

    Graf Zeppelin – The Popular Science Educator c. 1935

  • unreal Unreal

    unreal Unreal

    Simply staggered by this evolution coming into Unreal Engine 5: And just as amazing is the announcement that studios pay nothing to Epic for using the unreal engine until the first $1M is earned! Another staggering fact for indie developers to mull over. The Lumen illumination and Nanite geometry capabilities are truly 21st century game…

  • Cogwheel Chronicles Back Drop

    Cogwheel Chronicles Back Drop

    Just exploring some of the game themes within a ‘mood board’ of sorts:

  • SSAO Screen Space Ambient Occlusion

    SSAO Screen Space Ambient Occlusion

    I isolated the inherited SSAO contribution to the overall post processing effects and was a little underwhelmed Definitely some AO contribution but this type of post processing is quite expensive to compute, so thought it could get a lot better. After a trawl of what others had achieved, a refactor of the shader produced this…

  • Terrain – overhangs, caves and hoops

    Terrain – overhangs, caves and hoops

    Cogwheel Chronicles uses a typical 2D height map field to store and regenerate its terrain geometry. This doesn’t allow such features as caves and crags, so more ‘fakery’ has now been employed with the terrain shaders. The shaders used specifically for terrain can now also be used for additional model geometry, using the appropriate world…

  • Channel Packing

    Channel Packing

    Channel packing is extremely common in game engines these days, however was not available to Cogwheel Chronicles until now. I’ve adopted the ‘MRA/RGB’ pattern, in that the PBR metalness texture is stored in the Red channel of the ‘packed gloss’ texture, roughness/gloss goes into the green channel and baked AO into the blue channel. Three…

  • Dippy

    Dippy

    Dippy was discovered in Wyoming in 1898, and acquired by the Scottish-American industrialist Andrew Carnegie for his newly-founded Carnegie Museum of Natural History in Pittsburgh . It’s a pretty impressive sight, managed to get a fairly exclusive viewing ๐Ÿ™‚

  • Mutoscope

    Mutoscope

    Perhaps not completely consistent with the Cogwheel Chronicles timeline of 1882, but hey it’s a game, artistic liberties are taken ๐Ÿ™‚

  • cybernescence studio

    cybernescence studio

    Back in the day when I was a member of a prestigious business software association and discussion forum, occasionally people would share pictures of their office space just for fun. Here is a one part of a wall in the cybernescence game studio. The steampunk lamp I built myself from an old paraffin blow torch…