Thursday, April 12, 2007

Indievelopment

I don't know if I've already told some of you about Indievelopment.

The idea is that the Gamespot crew is releasing a series of videos (most of them home-made) with the tribulations of Echelon, an independent game development studio. This is something like a video-journal, where you can see and hear what indie development is about.

Pure coolness :) I'm loving these series!!

PS: Requires free registration to download the chapters, but it's worth it ;)

Wednesday, April 11, 2007

DOF, parallax mapping, scripting and other proof-of-concepts

Probably many of you have been guessing what's sucking all my spare time lately. I can't tell you any details on the project I'm working on, though you'll eventually get all the info available.

However, to keep the masses calmed (well, the small group that actually spends some time reading this :-/), I'll tell you a bit of what you can see in these screens:
Well, first of all, sorry for the crappy images. I promise next time will look better ^__^'

Okay, onto the explanation. These last two weeks I've been working on the basic scene parsing. Right now, you can load scenarios from a script, containing static geometries and almost all the camera features. I'll release a video with the camera system working next time. Right now, it smartly switches cameras and adds some interesting effects such as rolling the camera, vertigo effect, and shaking :)
You probably have noticed the scene is blurry. That's Depth of field. Another effect I feel quite happy with. It kills quite framerate, but on high-end cards it does probably look impressive in many circumstances.
The last feature I want to talk today is that crappy material that makes you want to rip your eyes off. I've beaten my personal record spending 7 whole times getting it to work (yes, that means I was up and programming until 6am yesterday... today... whatever!!). That proof-of-concept applies an asphalt material to an object. The material self-applies the UV coordinates depending on the vertex world coordinates, and even shows cracks as required by an "age mask". Quite impressive to see, and even more if using parallax mapping with it as well! If you pay attention, you'll see the cracks looking like 3D even if it's just a simple polygon! This is likely to be redone, but I got it working (quite an achievement as I'm almost a novice when dealing with shaders!)

Well, that's how "my girlfriend" looks like...