Which render path playcanvas using?

forward+? forward? or deferred rendering

Hi @ccandy and welcome,

It’s using forward rendering, here is the source code of the relevant class in the engine:

Thanks @Leonidas

Since I am new to web base game development.

I am wondering is that possible to develop deferred rendering in web-game engine?

Thanks

It’s believe it is possible and I think three.js had it at one point but I think they’ve deprecated it though.

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I am interesting in is any solution to render multiple lights in playcanvas?

You are quite lucky on this, PlayCanvas is the first WebGL engine that offers a robust implementation of clustered lighting. Meaning you can render multiple lights with minimal performance cost.

Here is an example:

https://playcanvas.github.io/#/graphics/clustered-lighting

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when you use clustered lighting, it’s forward+

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well, yes or no, there also cluster deferred lighting. cluster only meaning you cut light volume into cluster and maintain light list. you can also create g buffer and do deferred lighting.

well sure . but playcanvas is a forward engine as was mentioned early on … when you add clustered lighting, that does not change.