Tuesday, 16 February 2010

More Light Propagated Volumes

Buen día,

Hmmm, Spanish is nice, might learn a few other words while I'm at it. Anyway, while I was going through the shaders (to clean and optimise them) I found that I was doing a few things wrong in the Light Propagation Volume shader. I've spent the last two days fixing it and here are the results (they're still not as good as I would like, but maybe later :P):

Without LPV: With LPV:

LPV off & shadows off: LPV on & shadows off:

The collision engine is finished and now parent child relationships work properly, where as before parents couldn't be children. When i say parent child relationships what i mean is the logical relation between two entites in the game world, e.g. this comes in handy when the player jumps onto a moving platform, so the player becomes the child of the moving platform and where ever the platform moves the child will too. So now that the collisions are over and done with, the main tasks are to fix bugs and to clean and optimise the engine. The main two bugs are to do with the graphics, the shadows and translucent model rendering.

The editor in coming along well. It is now possible to translate and rotate the entities in the scene and then to save the scene to the harddisk. It is also capable of loading the scene file from the harddisk. The bounding box creation tool is being added into the editor.

So not too far until we get to the gameplay.

Tuesday, 9 February 2010

Our Work Environment

Bonne journée,

here's a REAL life camera shot of our our desks, where we are laying out our plans for world domination, in our spare time we're also developing a game.

Mendes' desk: Hank's desk:

Okay, and now a quick status report on the progress of our game (world domination plans = secret). Both the game engine and editor are going along smoothly. Actually, there was a bit of a bump in the road (more like a pot hole) where we couldn't get the ray vs mesh working properly for the editor (detailed post to come, courtesy of Mendes). There's been a lot of fixes (thanks once again to Mendes) and additions to the game engine. The status of the editor is unknown but we'll get that up on the blog soon.

- Models no longer NEED to have texture UVs mapped onto them,
- Rotations are working properly (x=x and y=y, not the other way around),
- Using quaternions properly for the camera transforms,
- Thanks to the ray vs mesh fix in the editor, the ray vs oobb work in the collision engine.

- Engine supports third and first person cameras
- The engine has been encapsulated, so now it is a standalone product which games can be built on top of.
- Translucent entity rendering, there is still a bug here where translucent entities cannot be seen behind each other.
- Scene graph

What's on the TODO list:
- Fix the collision engine.
- Saving and loading of level data
- Event Management
- Particles
- Editor
- AI
- Gameplay
- Audio
- Optimise everything, that includes the shaders!

- Simple streaming system
- Rigid and soft body physics
- Multi thread optimisations
- Water rendering
- Volumetric lights/god rays
- Rim light?
- Anti-aliasing
- LoD for terrain