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…
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…
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.
A small unofficial video done in a hurry.
Sorry for the lame editing, only got Windows Movie Maker here… You may note too a bunch of small rendering bugs… hey, that’s work in progress 😉