Deferred Realtime Rendering Pipeline with Physically Based Shading for the Panda3D Game Engine.
- Physically Based Shading
- Deferred Rendering
- Advanced Post-Processing Effects and Framework
- Time of Day System
- Plugin System
You can click on the images to enlarge them. Besides of that, you can find many more screenshots in my dropbox folder.
See the Feature List for a list of features, and list of techniques I intend to implement.
You can find my todo list for the render pipeline here: Render Pipeline Roadmap.
You should checkout the wiki if you want to find out more about the pipeline: Render Pipeline WIKI
There is also a page about getting started there: Getting Started
- OpenGL 4.3 capable GPU (and drivers)
- Panda3D Development Build
- 1 GB Graphics Memory recommended (Can run with less, depends on enabled plugins and resolution)
Notice: It seems that the drivers for Intel HD Graphics on Linux are not capable of all 4.3 features, so the pipeline is not able to run there!
If you want to use the C++ Modules, checkout Building the C++ Modules to get a list of requirements for them.
If you find bugs, or find information missing in the wiki, or want to contribute,
you can find me most of the time in the #panda3d
channel on freenode.
If I shouldn't be there, feel free to contact me per E-Mail: tobias.springer1@googlemail.com