Thursday, December 31, 2009
progress report
* some small optimizations to the post-processing stage
* rebuilt the DOF pass to utilize a half-rez downsampled screen texture. this not only yields a performance boost but also gives a meatier blur. still have to fix that fucking foreground leaking...
Wednesday, December 30, 2009
Progress Update
* Optimized the render pipeline a bit. Engine runs much faster now. This was a major victory.
* Worked on the .obj file loader system. almost done
* worked on improving the DOF feature. could run faster and also the foreground leaks MUST be fixed.
Wednesday, October 21, 2009
A long period between updates

Wednesday, June 24, 2009
BLOOM BITCHES!
Much rejoicing in the streets!
with Bloom:

In other news, I'm currently working on the World-builder tools. You can see it in it's infancy in that shot, with sloped dynamic terrain. Each segment of terrain can be a different texture, have different decorations (like grass, rocks, cacti, etc), and a different surface (which is two-pronged: it will affect gameplay physics like friction, and visually it will trigger different shaders)
Monday, March 23, 2009
A look at a more finalized "Spirit form" shader
Saturday, February 14, 2009
Damage Shader
Saturday, February 7, 2009
Fullscreen shader fun
Thursday, February 5, 2009
Status update
I'm on cloud 9 right now. It's taken a long time but we finally have a basic blur+over-exposure shader working in the engine. I'll be implementing a frame-buffer object soon, so we can displace, blur, and in general F up the game world accordingly using our lovely shaders, next.
After that I plan on finishing up a simple stencil-buffer shadow system. And then after that I've decided I'm going to discipline myself here, and suspend all work on the renderer, and just concentrate on gameplay programming and design for the rest of the time leading up to GDC.
(to clarify we are not showing the game at GDC, we will be attending though and talking to publishers)
Thursday, January 29, 2009
Heightmap Grass
Friday, January 9, 2009
New developments
Holy crap it's been almost 2 months since I posted anything here. Whats funny is in the past 2 months so much has happened with the project, and yet I haven't posted about it.
First of all, the engine continues to shape up nicely, the graphics renderer is really starting to mature and soon we'll be introducing shaders.
2nd of all we not only have support for 3d model structures in the game, but we also have basic lighting in the game as well.
We have fully functional particle emitters which look awesome. They will be great for blood fx. (in layman's terms basically it's an object that shoots out XX number of say, blood drops, for example, then deletes itself)
We also have proper perspective, and now have a huge plain of terrain going off into the distance. Today I added heightmapping technology to the game. It's going to need some work and it runs a bit slow but I'm confident I'll be able to straighten out these minor issues, and wow does it add alot to the visuals.
And finally a HUGE announcement. The game now has a new 2D artist:
Jay Ziebarth AKA "Zeebarf", acclaimed artist and animator, of TV's "Sons of Butcher" and the online game series "The Journeys of Reemus" fame.
!!!
Here's a more recent dev pic. (final game won't look much like this, but this is closer to what it'll look like than the last pic I posted in November).





