Same than the Flamberge ( see previous journal for details ), but this time for Kaboom22's Galactos, a carrier.
I didn't precise it yesterday, but the texturing is extremely basic. I received the model untextured, only the geometry. I applied a box mapping on the whole model and used Juan's generic …
I didn't precise it yesterday, but the texturing is extremely basic. I received the model untextured, only the geometry. I applied a box mapping on the whole model and used Juan's generic …
Same than the Flamberge ( see previous journal for details ), but this time for Kaboom22's Galactos, a carrier.
I didn't precise it yesterday, but the texturing is extremely basic. I received the model untextured, only the geometry. I applied a box mapping on the whole model and used Juan's generic …
I didn't precise it yesterday, but the texturing is extremely basic. I received the model untextured, only the geometry. I applied a box mapping on the whole model and used Juan's generic …
A journal update dedicated to eye-candy screenshots! Yeay. No long technical description :)
Don't hold your breath: the final game should look even better. Mostly missing are the fresnel reflections of the environment and some ambient occlusion ( local, smooth shadows ).
I had to fine tune all the pa…
Don't hold your breath: the final game should look even better. Mostly missing are the fresnel reflections of the environment and some ambient occlusion ( local, smooth shadows ).
I had to fine tune all the pa…
HDRI and Blooming
I realized that my implementation of the bloom effect was wrong. It seems like in a lot of litterature on the net, white papers or even gpu presentations, one has to run a bright pass filter on the raw fp16 buffer, blur it a few times, then add it back to the scene, and then apply …
I realized that my implementation of the bloom effect was wrong. It seems like in a lot of litterature on the net, white papers or even gpu presentations, one has to run a bright pass filter on the raw fp16 buffer, blur it a few times, then add it back to the scene, and then apply …
Today, two new videos for the price of one !
On HDRI:
I have finally implemented automatic exposure by downsampling the scene recursively until i get a 1x1 pixel that contains the scene luminance. I have two implementations: a simple average, and Reinhard's operator. The first one is fast and looks p…
On HDRI:
I have finally implemented automatic exposure by downsampling the scene recursively until i get a 1x1 pixel that contains the scene luminance. I have two implementations: a simple average, and Reinhard's operator. The first one is fast and looks p…
On nebulae:
I've been lazy last week. I only finished the implementation of planetary nebulae. Technically, nothing fantastic: it's just a matter of normalizing each point, and the lerp-ing the point's original position with the normalized position by a constant factor, which i called the "spherical…
I've been lazy last week. I only finished the implementation of planetary nebulae. Technically, nothing fantastic: it's just a matter of normalizing each point, and the lerp-ing the point's original position with the normalized position by a constant factor, which i called the "spherical…
Ah, i'm reading your mind. You asked, "part II" ? How many parts will there be this time ? Answer: hopefully, not a lot. I certainly still have more work to do on nebulaes, but i can't see it take more than a week or two ( and anyway, i do not want to spend too much time on nebulaes, there's other …
In the past days i've been working on the strange attractors in order to get nice looking nebulaes. First, let me say that, like any procedural algorithm, it's easy as hell to code the basics, but hard as hell to find the good parameters so that "it looks good". So although in "amounts of code" i h…
ShipBuilder linked a few days ago to a strange attractor program called chaoscope. I knew the existence of strange attractors before, but only as weird mathematical objects and never realized there could be a practical interest for them. Well, i was wrong. When i saw the images created with chaosco…
Yeah, that's right. This journal has reached a bit more than 100,000 views. I am guessing it makes it being one of the most viewed journals on gamedev.net (second or third, i think). See you in a few years for the million :)
In other news, i've been working a lot on a "stability" patch for the comba…
In other news, i've been working a lot on a "stability" patch for the comba…
Since last week, i've released the new combat prototype version, and i've been so busy making patch after patch that i didn't even find time to update the dev journals. Sorry :(
The best is, i've lost the original image (the one that i blurred in the previous update). It might be somewhere.. but i h…
The best is, i've lost the original image (the one that i blurred in the previous update). It might be somewhere.. but i h…
Shawn has pretty much finished the space station. The interior is now complete with all textures, and he has reworked some elements on the exterior. Minus a few details, the station is now complete and Shawn is moving on to other tasks ( modeling a life pod and the first city buildings ).
I've taken…
I've taken…
Heh, no, false alert, those screenshots are not new. Or, well, they are, as i just took them today, but there's no new feature in the planetary engine.
I called that post "transition phase", because i'm currently in the process of finishing a new version for the space combat prototype, with some new…
I called that post "transition phase", because i'm currently in the process of finishing a new version for the space combat prototype, with some new…
Continuation of Part I
Quote:The prototype was supposed to be opened "progressively", starting with 4 players to test the network, and up to 10-16 players after the first bugs ( note that those weren't unexpected, and indeed were present ! ) after a couple hours.
I certainly didn't expect 60 people t…
As you've probably noticed, i haven't posted a lot of development updates recently - and there's a good reason for it: the release of the Infinity Combat prototype. For the first time since two weeks, i finally have an hour to spare, which i decided to spend writing this report: a "debriefing" of e…
The space combat prototype should be released today at 3 PM GMT. Yay! Instructions to download the client will be posted in the Testing and Feedback forum at release time.
I wanted to post a full dev update (the "so called space combat prototype - phase 9") but i've just been lacking time. I'm count…
I wanted to post a full dev update (the "so called space combat prototype - phase 9") but i've just been lacking time. I'm count…
This week end has been overwhelming. Around 30 hours of work over a period of 3 days. But it was well worth it :)
The bad news is, i've missed this week end's deadline. There are a various amount of reasons for that, the main one being that i found 2 major bugs ( one in OpenAL, one in the networking…
The bad news is, i've missed this week end's deadline. There are a various amount of reasons for that, the main one being that i found 2 major bugs ( one in OpenAL, one in the networking…
Yesterday, i implemented turrets A.I.
The real problem was to make each turret "anticipate" the move of its target. Firing at motionless targets is one thing, but if the battleship real has to be frightening, it has to be able to target at moving targets easily. I spent quite a lot of time, along wi…
The real problem was to make each turret "anticipate" the move of its target. Firing at motionless targets is one thing, but if the battleship real has to be frightening, it has to be able to target at moving targets easily. I spent quite a lot of time, along wi…
Finally, getting somewhere!
The shots ( i'll try to no longer call them lasers ) have been fixed. They no longer pass through walls. I've also added the correct spawn position for those shots, in the center of each gun. Note that the current turrets have 2 guns per turret. On the Lancet, with 4 hard…
The shots ( i'll try to no longer call them lasers ) have been fixed. They no longer pass through walls. I've also added the correct spawn position for those shots, in the center of each gun. Note that the current turrets have 2 guns per turret. On the Lancet, with 4 hard…
Progress is going well on the combat prototype. I hope the "gameplay" part will be completed by this week end. I'll then take one more week to add some candy ( 3D sounds, HUD, particle effects, skybox, etc.. ).
What's been done in the past days:
- added Shadix's interceptor
- added various turrets siz…
What's been done in the past days:
- added Shadix's interceptor
- added various turrets siz…
The space combat prototype has been progressing well these last days (depsite a "slow" last week, thanks to Bethesda!). In a next update i'll describe from a technical standpoint how spaceships are constructed and handled internally.
Now, weapons can be attached to hardpoints, hardpoints attached to…
Now, weapons can be attached to hardpoints, hardpoints attached to…
I've made a lot of progress on the combat prototype this week end, and that's a Good Thing (tm), even if it wasn't as relaxing as it was supposed to be. I tested the space station interior with Shawn in network. Despite being a bit late and having difficulties with DLL hell, everything worked fine.…
The combat prototype is advancing well. Before i continue on more technical things as usual, let's see who's been doing what:
- Shawn is working on the space station interior. He has started to model the station with the design i showed in my last dev journal post. However, as he's a real artist ( u…
- Shawn is working on the space station interior. He has started to model the station with the design i showed in my last dev journal post. However, as he's a real artist ( u…
In the past days i've been working on a new update for the ASE To Bin model viewer. You can find all the details in this thread:
http://fl-tw.com/InfinityForums/viewtopic.php?t=594
Note that support for Maya or Blender is still experimental ( as a few regulars have discovered ). Mostly due to the sha…
http://fl-tw.com/InfinityForums/viewtopic.php?t=594
Note that support for Maya or Blender is still experimental ( as a few regulars have discovered ). Mostly due to the sha…
Time for an update.. regulars who follow my progress on irc or on the website won't learn anything new, but for the others..
Evolutional from gd.net, thanks to him, has been kind enough to let me know that a small article has been published in PCZone about Infinity. Shawn will be happy to see his st…
Evolutional from gd.net, thanks to him, has been kind enough to let me know that a small article has been published in PCZone about Infinity. Shawn will be happy to see his st…
I just bought a new external USB hard drive, a 250 GB Western Digital. It was quite a surprise when i powered it on, to see it glowing with flashy blue neon lights everywhere (i should have noticed on the box when i bought it, but i was quite in a hurry..). Not only it consumes power for something …
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