Enlighten VR Development Diary

Enlighten VR Development Diary

  • Wednesday December 7th, 2016
  • Blogs

Our first development diary explores behind-the-scenes of our demo development process, describing what goes into creating an Enlighten application that showcases innovative and new ways of working with light . Click here to read the full blog.   Taking the best…

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Enlighten VR Development Diary – First Playable

Enlighten VR Development Diary – First Playable

  • Tuesday November 29th, 2016
  • Blogs

In the 2nd phase, we took the best elements and mechanics from the prototyping phase and consolidated them into a single playable experience. We then utilised a test-driven development process, where we would refine and iterate each of these ideas until our playable experience would have practical and exciting lighting mechanics with strong messaging points, which are both intuitive and fun.

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Enlighten VR Development Diary – Prototyping

Enlighten VR Development Diary – Prototyping

  • Wednesday October 19th, 2016
  • Blogs

This development diary will take a look at the behind-the-scenes of our demo development process, describing what goes into creating an Enlighten application that showcases innovative and new ways of working with light. Starting with the essential first phase of prototyping.

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Enlighten 3.06 now shipping

Enlighten 3.06 now shipping

  • Tuesday August 16th, 2016
  • Blogs

Precompute performance improvements Enlighten works by precomputing the visibility of static geometry (light transport) in the scene. Following the precompute, lights and materials can change at runtime and the global illumination will update in real-time.  A scene correctly set up…

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Enlighten: Mobilised

Enlighten: Mobilised

  • Monday July 25th, 2016
  • Blogs

Global Illumination in Mobile Games with Enlighten By Eleanor Brash, Marketing Manager – Enlighten, ARM The Mobile Gaming Phenomenon In 2016, for the first time, mobile gaming will take a larger share of worldwide game revenue than PC with 27%…

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Troubleshooting Physically-Based Content

Troubleshooting Physically-Based Content

  • Wednesday July 20th, 2016
  • Blogs

Physically-based rendering (PBR) is increasing in popularity and with its vast range of benefits, it is no wonder why. Artists can now remove the guesswork around authoring surface attributes and set up a material once, then reuse it throughout game development, freeing up more time to focus on the more creative aspects of asset creation.

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