Tagged: engine
I’ve finally gotten around to integrating the Physically Based Rendering into Dominium, along with the long parked Engine Flare system! Sadly, both suffer from ‘programmer art’ at the moment, but I’m happy it’s all now plumbed in and working, ready… Read More »
My work on the Engine Flare effects left me stuck with an issue. I want a nice ‘glow’ of the engine core as it starts kicking out energy. The core will glow as it fires up, pulse as the engine… Read More »
As promised… Enjoy! 🙂
The scene reworking is done, and a lot more logical to work with. But there’s a but… whilst things now page themselves into the scenes beautifully, they don’t really like leaving. This is something that has long been an issue… Read More »
Dev news wise, another dull week from your perspective – most likely! 🙂 I’ve been refactoring again, and by now you’ll probably be thinking “This guy really likes redoing stuff he’s already done, what about new/cool stuff?” Well, as much… Read More »
Well – without moaning too much – so far it’s been a naff 2014 🙁 I’ve done very little on Dom since before Christmas – with my dastardly plans put on hold by a bad back taking hold of my… Read More »
So, turrets… man now I know why most dev’s are so proud to show off “turrets” and how they track scene objects in the game. I’ve always known how/what to do – it’s quite simple. I’ve written full bone-rig animation… Read More »
Engine Flares Revisited
I’m sure this one thing is going to kill me. I realised my intended approach is very similar to a toon-shader. I need the effect to “roll off” based on the viewing angle. So I started tinkering with one to… Read More »
So, I had a cool idea to create a shader which would make engine flares look a whole lot nicer. A volumetric effect, which would produce a nice glow inside any volume from any viewing angle. It would have many… Read More »