Deferred lighting - Alien Swarm SDK





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Published on May 29, 2012


This is a deferred lighting implementation that I've created on the Alien Swarm SDK. It's currently offering shadow mapping for directional/point/spot lights, blinn phong and volumetric scattering via light volumes.

The in-game editor allows you to load from/save to VMF files directly, however parented or named lights (with I/O) will not be editable in-game.

Hundreds of small lights can be rendered with great performance (on a GTX 260), however as soon as they cover a lot of screenspace or are even drawn fullscreen (intersecting light geometry) they become much more expensive.

The renderer firstly draws the skybox/scene to the gbuffer (normals+lighting params and depth), performs light rendering via low poly spheres/cones and does a second pass on the skybox/scene that produces the final result. Due to this, all shadows and lights from the world are directly projectable on the skybox, however geometry in the skybox does not yet cast shadows nor can you place lights in the skybox.

There's currently no hardware filtering support for AMD because I do not own any AMD cards, so I can hardly add that myself. Running this on AMD will either require you to recompile everything with a color based shadow mapping filter (as easy as changing one line of code) or adding fetch4 code - you've been warned.

Source code and demo build can be obtained here:

Comments • 121

Michael Moscinski
Remind me, why don't you work for valve yet?
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how did you get this to load dynamic VMFs? It's like the portal 2 editor but more detailed and realtime
you sir, just made my day!! :D GJ!
yeah, man totally funny... These features now pop up in other games... 5 years later.
Ok, that was fucking stupefying 
TheRA1DER - TheSkillClinic
Kirill Poletaev
Do you people realise he was already offered a job in Valve?
Jaymes Gabrielli
Wow, I'm literally speechless. Fantastic job :D
Jack of Black Phoenix
man, you are making source engine almost like cryengine! GJ 
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