10 things that have been fixed from the 10 things list |
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Sunday, 12 November, 2006, 11:45 PM The last post, showing the 10 things I dont like about my demo was originally put up as a kind of joke, but strangely, it spurred me on to set about fixing those things. This update shows that I have fixed about 6 1/2 of them :)1) Will now load within a few seconds and the terrain is random every time it`s loaded. 2) The terrain now seems bigger. (dont ask how, trade secret) 3) Terrain no longer looks square. Theres a nice apron of water all aroun fading off to the horizon 4) all the hills are now completely inside the map 5) There`s no sound.Nope, still no sound. 6) Both player and enemies are stopped from walking on water (no Jesus here) 7) Splats no longer form on water. BUT, we now have 2 colours of splat. 8) Speed seems as good as ever. If not faster (more trade secrets) 9) Enemies still walk around like zombies, but if you are stupid enough to walk into one, you will take damage. Shots also cause damage. (the stupid enemies even kill each othre occasionally) 10) It`s still a demo and not a Game. But you can play it :) 11) did anyone even notice the smoothed out water edges( has been in for a couple of updates now. [ add comment ] ( 25 views ) | permalink |
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10 things I dont like about the Terrain demo |
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Friday, 10 November, 2006, 09:10 AM I`ve spent a few days thinking about what I`m going to do with the Terrain demo. There are a few things I currently don`t like about it.1) It takes ages to load the first time you run it, as it is creating the heightfield randomly. This is starting to seem a little silly to me because I save the heightfield to your local disk and then use the same data every time you load the demo. Ok, it`s random but the user will never know this as it will look the same every time it`s loaded. 2) The terrain, although quite big, just doesnt seem very big at all when you are walking around in it. 3) It is positively square, with clearly defined edges, need to do something about that (fixed locally). 4) Some of the hills go upto the edge of the Terrain and just stop. 5) There`s no sound. 6) Player and enemies can walk on the water(fixed locally). 7) The splats from the gun should not be visible on the water 8) As with all things, the more I add, the slower it gets. Will need to do some more serious optimisations soon. 9) Enemies move around randomly and shoot their guns, but the player cannot take damage. 10) It`s not a game, and I have no clear ideas on what I would do to make it into one. I would love it if suddenly an idea popped into my head as to how to do that, and then I wouldnt feel so much like I`m wasting my time with it. [ add comment ] ( 53 views ) | permalink |
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Something went Pete Tong |
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Wednesday, 8 November, 2006, 08:03 PM Something went severely wrong but thanks to Read More...[ add comment ] ( 2185 views ) | permalink |
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GLSL tutorial |
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Tuesday, 7 November, 2006, 06:43 PM I have written a little GLSL tutorial which can be viewed here. please take a look and let me know what you think. Always good to get feedback on these things :)[ 3 comments ] ( 12749 views ) | permalink |
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Fog added to the Terrain demo |
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Sunday, 5 November, 2006, 02:35 PM ok, well there are a few changes to this latest update of the Terrain demo. The most obvious one being the addition of fog. I messed with fog a week or so ago but the results were awful. The reason I`ve finally gotten around to updating it again is that I suddenly realised that the fog effect should be done in the vertex shader and not in the fragment shader (duh!). Even the skybox is a normal TGA image with a fog shader applied :) If you look about, you may also see a little ball on the floor...... try shooting it :) [ for anyone interested in how to make a fog shader for GLSL, here`s my understanding of it: ideally, you want to send data about every pixel which is to be rendered, and the obvious data to send is the distance of this pixel from the camera. if you send a vectorised "camera position" to the vertex shader, the vertex shader can work out the distance and then set up a variable to forward this to the fragment shader, this passing forward automatically interpolates the values for you and applies them to all pixels covered by the fragment. you then use these interpolated values to mix your final texture/colour fragments with a varying ammount of grey. A Fog Shader is given and explained over on my code page [ add comment ] | permalink |
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