I've been working on my cutscene component for my current space project and I decided to render these like old Science Fiction pulp comics. Here is the before and after shots of the halftone shader.
To get this effect I've converted RGB values into CMYK. The CMYK values are then rendred the same way a printing press would do it. Each base color is drawn as sheets of dots rotated from each other.
Monday, October 11, 2010
Monday, September 20, 2010
Adding weapons
I've completed a first pass of the weapons code. So far I've only added beam weapons. Everybody has been asking about being able to shoot things. Now you can.
Sunday, September 12, 2010
First video of my Space Shooter
Here is a video of an early alpha build of my Space Shooter project. So far the game lets you fly around in space, you can travel between plaets or between star system via jumpgates. There is still a lot of work left to do.
Tuesday, July 27, 2010
Going back to space
I've restarted my work on my space shooter project. It's going well, Reorganized many classes and finally fixed the Atmospheric Scattering code to work on translated planets (easy fix). Here are some planet shots generated in random sectors.
Monday, July 5, 2010
Interruptions by missing models
I am currently fleshing out my serialized data and a consequence of this has been that I created a bunch of areas in my world without the supporting model assets. So every time I run my code I get a nice exception thrown in my face about missing models.
So I decided to do something that I should have done years ago and create an error model instead of throwing an exception. So now I get a nice message in the console and I see this in my world.
Much less intrusive.
So I decided to do something that I should have done years ago and create an error model instead of throwing an exception. So now I get a nice message in the console and I see this in my world.
Much less intrusive.
Thursday, May 27, 2010
Request for sample of Octree Code
I received a request for an example of my octree code. Here it is!
The only thing left to use this code is to implement IOctreeable for your objects. To use this octree for collisions with triangles you will need to implement triangle intersection with BoundingBoxes and BoundingSpheres. This site should supply plenty of resources on how to do intersections.
The only thing left to use this code is to implement IOctreeable for your objects. To use this octree for collisions with triangles you will need to implement triangle intersection with BoundingBoxes and BoundingSpheres. This site should supply plenty of resources on how to do intersections.
Thursday, April 29, 2010
SSAO
First attempt at SSAO (Screen Space Ambient Occlusion). I still have many quirks to work out but it's coming along nicely.
Tuesday, April 13, 2010
Islands
The in-game model divided up pretty well. Still needs a lot of work though to look nice but this is just a collision test.
The colored lines are the octree's division boxes and the white lines are nearby triangles that are candidates for collisions.
Return to Octrees
Finally reimplemented my octree class in XNA. This time I've done it using generics too allowing me to reuse this class for my entities and polygonal collision models.
Octree octree = new Octree
Octree entityOctree = new Octree
Now I can use large models and only test for triangles that are in the immediate vicinity.











