Tag Archives: effects
So the last week and a half, we’ve been working on the player character (still top-secret, shhhhh!), and on new weapon effects. So, here’s the new beam cannon: Besides adding some glow to it, we added a “burst” when it starts, which improves the “punch” of the weapon. This weapon both heals allies and damages […]
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 […]
Today I started working on my ambient occlusion effect… I’m reading up on techniques, etc… There’s one million flavors of SSAO (ScreenSpace Ambient Occlusion) out there, but most are too sophisticated or outside of my target hardware for me to consider… Still, it’s a good idea to read up anyway, so I know what’s out […]
Added an override system for most graphics operations… Was a bit of work, time-wise, but easy stuff! Now I can get a screen with just the actual normals: or depth (exaggerated, so we can actually notice the difference): The lines are due to the fact that the render target is just a normal 8-bit render […]
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 […]
Today I started working on the screenspace effects… Screenspace effects are effects that use only the “rendered image”, or more precisely, the 2d representation of the scene (not the whole 3d nature). A lot of effects fall under this category (and a whole lot more are being worked on all the time)… For my purposes, […]
Well, at this rate I won’t finish the story part by Sunday, but sometimes playing with effects is so much fun… Today, I kind of lost track of time working on the background effect of the last area, which led to a very interesting effect, which lends the whole area a completely different tone… So, […]
Finished the hit/drip effect on the tentacle. When the tentacle hits, it will do a small explosion effect, and then a drip will stay in the ground, which will damage the player… The damage part isn’t done yet, since I’m still missing the “column of light” effect necessary (to avoid the player using he jetpack […]
Still working on the special effect I mentioned yesterday… Another part of the effect is that I want to look like the extruded volume is looking into another place… For now, I’m trying to figure out how to make a nifty effect based on screen position, although it might not be the right approach… Based […]