Yearly Archives: 2015
Today it was bug-fixing time… First bug was an old one that was annoying me, even if it was simple to solve: the screen would turn purple on transition between areas… The second bug was the normals on the objects… For imported objects, I’m using the 3ds format (because it was simple and I already […]
Today I worked on some bug fixing and optimization, namely on the voxel raycasting… I already suspected that my raycasting function was a bit iffy and missed some intersections, but today I got to confirm that and to fix it, while optimizing it a lot… So yesterday, while in debug mode, the game would drop […]
After a long time (too long, really), finally got the OpenGL decals working… The problem ended up being something quite simple: in the Direct3D pipeline I was storing the W value for depth, while on OpenGL I was storing the Z value… Although the two values are quite similar in my test scenes, they’re different […]
Still in the middle of a massive flu, which might explain the fact that I can’t get decals to work on OpenGL… They almost work, but there’s something wrong somewhere, and I can’t figure out where! They only display if I remove one of the box checks (the Y axis), so my guess is that […]
I’m in the grip of a massive flu, so just some minor writing, proof-reading and other stuff I can do on my laptop… Hopefully tomorrow I’ll be back to normal coding… #nobreaksforindydevs Now listening to my own breathing sounding like Darth Vader
Old version: New version: Way better, no?! In movement is looks even better… I think I can even improve the effect more, making it branch out on some points, but I’ll leave that for another day… Only the OpenGL version of the decals missing and I can move on to the next task… As I […]
Decal-based shadows work better than I expected, it looses that effect of being just a quad below the characters, etc: In this case it’s quite hard to make out, except when stuff is moving… Here’s an old screenshot for comparison: If you zoom on the shadow you can see the difference… It’s much more noticeable […]
Now I got plasma burns (on some weapons, not all). It still has some error, there are gaps in the stream for some reason, probably something wrong with the collision detection, but I’ll look into it when I work on the raycasting optimization… Now it’s time to look at the possibility of using the decals […]
After a nasty fight (brain was slow today!), got the bullet holes up and running in the game! Also added a small camera shake with the shots, to lend some force to the weapon… Next, plasma burns! Now listening to “Torn” by “Evergrey”
Finished the refactoring (or most of it, probably still missing some stuff, but I’ll correct it as I do another playthrough of the game), and now decals work much better! There’s still some stuff that’s rendered wrong (for example, coplanar alpha objects with decals, like an explosion on the ceiling of the pirate lair), but […]