Suite du périple et des pérégrinations… https://codrer.wordpress.com
Take a tour…
New light effect.
A 3′ continuous shot, from ground to space. Seems like everything runs fine! Now it’s time to shut off C++ for a couple of days!
Recipe for skies:
– 1 skybox
– 2 skydomes
– 1 skytube
– 2 billboards set
– 5 fragment shaders
– 1 rendering queue manager
– 719 z-buffer headaches
– blend and shake…
I added today 9 different cameras setup (numeric pad 1…9) . Dynamic FoV, classic FoV, realistic FoV, w/o horizon pitch, “wow” style, “afterburner” style, inside view, … and so you’ll be able to switch between arcade style for dynamic fighting sequence, and a much more smooth/quiet camera while farming in your colony :).
Worked on propulsion effect. That’s still a very basical, standard effect, but – as always – the most important part was to have a nice designed system, as i’m bound to have a real huge amount of engines to switch on during playtime 🙂 I’ll upgrade the effect later. I’m also asking myself if that’s not gonna bring optimization issues. This system is quite scene node expensive…
New grass/vegetation requires some improvements still, but I think it brings much more variety on terrain.While turned off, the entire world looks nude!
From now, clouds were kinda flat… so here are the new sky passthrough design! Full billboards, 100 faces, no shaders. Cheaper than ever!
Might need some improvement but… I find this already cool enough.