Bullet holes…
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”
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”
Unfortunately, my initial idea that screen-space decals was some sort of magic bullet was completely wrong… They work great a lot of the time, easy to implement, fast… but (there’s always a but) they have some small details which break it down… The issue I talked about yesterday was mostly solved with the stencil buffer: […]
Well… Just finished implementing decals… It went better than expected, since I’ve never tried implementing screen-space decals before… The main difficulty of screen-space decals is the occlusion. Most of the code is related to this, and mine is working great: One problem I’m already seeing is the fact that the way the decal maps removes […]
One of the effects I would like to use extensively in the game is “decals”… A decal is just a kind of painting you put on top of the geometry. Decals used to be done by intersecting the world geometry with the decal shape and drawing those polygons, but since I now have the normal/depth […]
Finally finished with props! Had to go into the maps and readjust positions because of the change in pivot point, but now the system is working very nicely! Also added a FPS counter on the game, because I had the feeling that the rendering on OpenGL was slower than on D3D9, but it ended up […]
Finished the props on the pirate lairs, which involved adjusting the pivot points of most assets in the game… Now I need to work on all the maps to account for this… It’s boring work, but easy enough (except the part where I have to add prop manipulation to the editor, which shouldn’t be too […]
Today I managed to fix one of the bugs that, although not game breaking, annoyed me the most: props in front of doorways: To do this, I just check the bounding box of the prop with the bounding box of the door… This was a bit of a headache because the coordinate spaces are different […]
Now I’m working on something boring: fixing small stuff… In this case, prop placement on the pirate lairs. Currently, a lot of the props get in front of doors, have wrong bounding boxes, etc. For example: In this case, the table has a bad pivot point and the size is not aligned with the voxel […]
As I mentioned yesterday, because of the way I’m doing the alpha-testing, if I want to place the depth on the alpha channel of the render target that I’m using for the screenspace effects, I need a way to keep the alpha testing, but don’t use the end result of the rendering for it… If […]
Time has been a bit tight lately (just back from holidays, so work has piled up), but today, between house chores and resting, I managed to add rendering of the normals: Here you can see the normals mapped to colors… For example, the lime green corresponds to a normal vector of (0,1,0). Now I want […]