Owlet

April 2024

Particle system

  • CPU based particle system ran with the ECS
  • Particles have simple depth sorting and rendered separately from the other drawable.
  • Emitter editor is complex and has most of the functionality of a modern emitter editor in an engine.
Note: Showcase video is from mid development; Depth sorting was not implemented at that point

Procedural sky

  • The dynamic sky is creating as a screen space effect using rays from the camera and fractal brownian noise to sample the clouds.
  • Great to visualize the directional light
  • Implementation based on: https://www.shadertoy.com/view/wslyWs

Owlet


Grass system

  • ECS based to render a modest amount of foliage
  • Different pipeline to render it, to account for wind and different coloring proprieties
  • Wind shader simulates a global wind with noise by displacing vertex data for each grass card

Post processing

  • Post processing effects such as:
    • color correction, vignette, film grain, screen space fog.

Material system

  • Engine and tools integration of our PBR renderer
  • Real-time hot reloading textures for materials
  • Textures preview

Owlet