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Graphics Programming Games

Reverse-Engineering GTA V (adriancourreges.com) 37

An anonymous reader writes: Software engineer Adrian Courrèges posted on his blog a breakdown of the rendering of a frame in Grand Theft Auto: V. Each rendering pass is explained in detail, with all the techniques and the tricks Rockstar used to make the game run on 8-year-old consoles. It's a fascinating trip through the making of a frame and reminds us of how far GPU computing power has come. Here's a brief snippet from the beginning: "As a first step, the game renders a cubemap of the environment. This cubemap is generated in realtime at each frame, its purpose is to help render realistic reflections later. This part is forward-rendered. How is such cubemap rendered? For those not familiar with the technique, this is just like you would do in the real world when taking a panoramic picture: put the camera on a tripod, imagine you’re standing right in the middle of a big cube and shoot at the 6 faces of the cube, one by one, rotating by 90 degrees each time. This is exactly how the game does: each face is rendered into a 128x128 HDR texture."
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Reverse-Engineering GTA V

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  • by Anonymous Coward

    Every game and piece of software, and have been made this way for decades.

    • If you manage get past the summary and read the detailed three-part article you might actually learn something. Insightful, my ass.

  • How is such cubemap rendered?

    And how is babby formed?

  • I am not a programmer, I do not work in the IT business, but I find this kind of stuff incredibly fascinating, its a major reason I still come here. So much so that I remember very clearly a particular article from a few months ago about auto-generating dungeons. Where can I find more?

If all else fails, lower your standards.

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