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Last Updated: September 29, 2026
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This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some SUPPORT ON PATREON: patreon.com/pardcode WEBSITE: pardengine.com DISCORD SERVER: ... Making low-res non-cascaded shadowmaps look better by exploiting depth-comparison in the GPU to do some PCF magic. Created with MS Visual Studio 2013, C++ and I implemented SDSM after my tiled deferred renderer. It runs quite smoorthly in my city scene (3 million polys) You can check my ... Devlog video about "Homegrown", a casual farming game I'm creating using my own engine. Support the channel on Patreon and ... C++ 3D game programming tutorial teaching how to build a 3D engine from scratch using DirectX (Direct3D 11) to leverage ... Demonstrated rendering technics