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Notes on the Metro 2033 tech interview

· 1 min read

This Digital Foundry interview about the tech of Metro 2033 is inspiring reading. Shishkovtsov is a smart guy.

The part I liked most is deferred reflections. It is a very simple way to get reflections out of a deferred renderer: render the reflected attributes (position, normal and so on) into the geometry buffer and shade them as usual.

After reading it I am also thinking about implementing Exponential Shadow Maps.

I first read the interview about half a year ago, and I have rewritten a lot of the engine since then. It got a thread pool, it was split into several separate modules, and more.