Burger Engine Blog
23Jul/111

Exponential Shadows Maps

Exponential Shadow Maps with openGL and GLSL

Exponential Shadow Maps with openGL and GLSL

After a not so convincing attempt at implementing real-time soft shadows with Variance Shadow Maps (VSM), I started to look for another technique. I needed something quite simple, ideally allowing me to blur the shadow map before performing depth comparisons. That’s pretty much what Exponential Shadow Maps are about and it’s really simple to implement, once you know a few things.

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18Jul/111

Component-based architecture

For our first blog post we are going to talk about how we decided to organize the Burger Engine architecture.

Some of you might be already familiar with component-based architecture.  It’s a flexible and reusable way to build your engine. Basically, we want to create game object based on the aggregation of several behaviors rather than relying on a classic hierarchical classes with inheritance.  It has been used for some years in the game industry (Here one of the most cited article on the subject on CowboyProgramming blog) , but it has recently become a big trend over amateur/indie game development.
Even so, it’s hard to find a complete example of how to implement it, maybe because it’s not as simple and intuitive as inheritance. In this post we are going to show how we try to implement this architecture in the Burger Engine.

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