Polished the asteroid…
Not much to do here, to be honest… It’s an asteroid…
First I remade the starfield… That had some issues, because I wanted to replace the points with something more pixelated:
Because of the way I had a flag defined, it conflicted with another one, so I had some weird effects while trying to make the billboards point towards the camera:
And the best one:
I like this one, it gave me the idea for a skybox for a futuristic, cyberspace game…
Also ran into a small issue with the landing cutscene… when we’re on a dark planet, there’s no light so you can’t see the ship… First I tried using an emissive texture to make the window of the ship have some light, but even that way you couldn’t see it properly…
So I ended up adding a light to the hull of the ship…
It’s not brilliant, but it works… Cutscenes in procedural environments are hard!
Also fixed some bugs with the loader… Apparently, the SwapBuffers command on OpenGL returns immediately, even if it’s still rendering, which means that I didn’t have a fade out – it was too fast in rendering, and would miss the monitor refresh and would stutter along the way…
Next up: the cave area!
Now listening to “A Deeper Kind of Slumber” by “Tiamat”
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