The Geometry Pass: Deferred Rendering in GameMaker (2024.6+)

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New additions to GameMaker make deferred rendering quite a lot easier! I'm going to remake the original videos I did on that, and probably touch on a few other related things as well.

Depth buffers in Gamemaker:

Everything else:

The code:

Shader playlist:
GameMaker Studio 2 playlist:

0:00 Introduction
1:28 Advantages and disadvantages of deferred rendering in GameMaker
4:48 Prerequisites
5:37 Coordinate systems
6:24 The sample project
7:11 Setting up the geometry buffer
10:03 Rendering the geometry buffer
16:58 The end

Wishlist Wizarducks on Steam!

#GameMaker
#GameMaker3D
#GameMakerDeferredRendering
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I've now made that Patreon:
That promised social media link spam.
Transition / idle music is by my old friend Kamex:

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Some constructive criticism, which I'm not going to discuss here.
You should do that thing, which I'm not going to discuss here, different. It would certainly improve the quality of the video, which I'm not going to discuss here.

MisogynyMan
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The first 'pro' for deferred rendering (no overdraw for opaque objects) can be done with a depth pre-pass, just render the scene once only writing to the death buffer then you render normally with the depth comparison set to equals. Kind of a pain to do that with gamemaker though and probably a lot slower than deferred. In engines where you can more easily redraw all your geometry without rebuilding all the draw calls from scratch I imagine it quickly becomes worth it with any kind of complex shaders though.

GrandHighGamer
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Is there any way to use this with the diorama shader? I guess you'd have to combine both shaders in some way, but i don't know how

jotasietesiete
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ngl I installed GMS2 because of wizarducks.

Bungungus