I recall a conversation with my Teacher, it was about shadows…
I wanted my shadows to fade while beeing further away from the lightsource.
We discussed if it was possible or not with shadowmap technique.
I insist “it must work somehow!” but the cold answer I recieved was “no, it is not possible with that technique”.
Still today I [...]
Archive for December, 2008
And there is Shadows
Posted in Development log on December 21, 2008 | 3 Comments »
Code status and tweaking
Posted in Development log on December 7, 2008 | Leave a Comment »
Today I played around with “luminance adaption” which fake a slow camera lens or uberfast human eyes in adaption. Tweaking the bloom suddenly became much harder since this is a fast racing and the screen luminance level will switch often and fast.
There is a week since I counted the lines of code, today I did [...]
HDR and Bloom
Posted in Development log on December 7, 2008 | Leave a Comment »
So I spent the day on implementing HDR and Bloom, HDR is just awesome and will be great to improve the visual experience.
Bloom could easily be overused and I will use it with caution.
Screenshots
Posted in Development log on December 5, 2008 | Leave a Comment »
The difference is just one line of code, just one, and the potential of a decent graphics became potential of very good graphics. Just like that. There is lots of more effects to be implemented, more weapons, hazards and network code.
Crystal clear water so far but that is going to change.
Could use a new hud
And [...]
Going strong
Posted in Development log on December 1, 2008 | Leave a Comment »
11545 lines of code in the core project, in total it is 13570 lines of code including shaders and tool. 342kb (350 648bytes) and this will soon break the barrier of the largest code wise project I have been in.
I would love to post a screenshot of the game so far but we are still [...]