Tuesday, November 17, 2009

W.I.P. Platform Shooter Preview (2)

Alright here is the promissed preview of the latest state of the engine:

The lighting model can be considered somewhat complete now, its time to place the challenges of game play mechanics ect.


Monday, November 16, 2009

Latest Improvements

Final improvements on the lighting model. The normal mapping is improved as screen space ambient occlusion was added. The screenshots below show the different lighting model parts individually on white textures. Special thanks for the great assistance and advice to Jazz!

Light and "softish" shadows

Normal mapped lighting

Screen space ambient occlusion

The final result will follow, once some texture issues are resolved, stay tuned!

Monday, November 02, 2009

Normal Mapped Tiles

The latest addition to the platform shooter engine are "normal maps". The data is not entirely correct for every tile, since the normal maps are procedurally created and some will have to be manually created. Anyhow it has quiet some impact on how the graphics look. Stone looks more like stone and lightsources have a tiny reflection on rough struktures.

See it for yourself in the following screenshots. Left side are without normal maps and right side are with normal maps.

If you are interested in how this is actually done, feel free to drop a comment on this post. Since I've always been wondering if anyone actually cared and read this blog :).