Monthly Archives: May 2015
Today I finished the merge of the flow… First I had to deal with a bug: This only happened with the OpenGL renderer… Ended up being quite simple, was just looking in the wrong place! I theorized the problem was with the generation of the flow map, since it was the only thing I changed […]
Finished merging the custom flows of content coming from the editor with the generated flows on the map… It seems to be working fine, although I still have to test in planets that don’t have any “source flow”… Going to finish that part tomorrow, so I can add heightmap import on editor (which was the […]
Not much time for game development today, but still I started work on the merge of the flow maps… So now the editor-created content can have a flow map, and this flow map should be merged with one that is generated from rivers, lakes, etc… It’s a bit weird getting this to work, because the […]
Got most of the bugs sorted… the black spots were caused by a bad multiplication on the shaders when they didn’t have diffuse lighting, and the offset of the flow map was wrongly computed… Now everything’s working as it should: Still have a small issue with loading the flow map from the hard drive, but […]
Started the day testing the flow map: Need to make it more sophisticated to handle all cases (not just the test ones), but it’s a step in the right direction… Then, to start work on that, I loaded up a temple: A lot of problems here: the black spots (where there’s only emissive color on […]
Still working on getting the lava and water flow to be automatically generated on the editor… Had huge problems getting the UV mappings to work properly: In case you’re thinking “what am I looking at?”, you’re looking at something finally working… All water should be black and the edges should go to yellow… Now I […]
Found some more bugs on the editor… First I fixed the alphas (easy enough): After, I had to fix the “glue” system… After the revamp of the raycasting system, apparently I screwed up the one on the editor, so I had to go in and fix it… Was a bit of work, but I got […]
Today I started adding the rendering effects to the editor, since I’ll need them to build some stuff for the teaser trailer I’m working on… First I had to get it working again properly (a lot of changes since I last used it), but that didn’t take long… Then, time to add the ambient occlusion […]
As I mentioned yesterday, I got a small problem with the lighting of the cracks… What on paper seemed like a good idea, a decal that would illuminate the surrounding area, in practice it looks terrible when an enemy passes through it: The solution I found to this problem was to do some vertical attenuation… […]
Today I implemented the split mechanic… I wanted something to beef up some boss fights, and I decided to implement a split mechanic: when some robots explode, they spawn two (or more) versions of himself, at half strength… Visually, it’s not done (it’s too sudden, needs some transition, like an explosion or teleport effect), but […]