Jump to content

  • Log In with Google      Sign In   
  • Create Account

Merry Prankster Games

iOS: Full Rendering

Posted by , in 10FF 26 November 2012 - - - - - - · 737 views

OK, after some fiddling (and some vacation), here is a render from iOS with full lighting, texturing, and animation. Woo!

Posted Image

Next, some cleanup and refactoring (mainly to support different lighting models). Then, particles effects.


iOS: Complex Models, and Lighting

Posted by , in 10FF 16 November 2012 - - - - - - · 644 views

More iOS progress. Screenshot:

Posted Image

This is a complex model, an orc, loading from the 10FF data. The orc consists of 12 actual models, stitched together so they can be swapped in and out as needed; for instance, if the orc decides to wield a sword instead of a club.

No textures yet, but I have implemented lighting. The weird lighting in this screenshot is because:
  • The ambient light is blue.
  • There is a green directional light to the top left.
  • There is a red point light to the top right.
The weird colors let me know that I have actually implemented things properly. (There was a snafu with the normal vectors that was screwing me up for awhile, which this lighting made really obvious). Once I implement textures, I'll use more reasonable lighting.

Next up, textures and animations. Animations should be super-simple, as the rendering code already handles them, it just needs to be told (by the shell application) what time it is. Textures are a little trickier, but still not too bad since the rendering code supports them just fine on Windows.

It Renders!

Posted by , in 10FF 13 November 2012 - - - - - - · 651 views

Well, after much effort and convolutions, here is the pile model from 10FF rendering in the iPad simulator:

Posted Image

Although I don't have texturing, lighting, or animation working, this is actually using the game's rendering code, which is a big accomplishment. Adding the proper rendering stuff in should (cough cough) actually be relatively easy, because it's just a matter of plugging in the iOS specific bits to the already functional graphics rendering code.

November 2012 »


Recent Comments