Showing posts with label pixel shaders. Show all posts
Showing posts with label pixel shaders. Show all posts

Friday, January 22, 2010

Foof Engine - Cheese Kung Fu, Grapes of Wrath, and cel shading!


All sorts of things going on in this update... first of all, I decide to try to give the cheese some melee moves. Yup.. MELEE MOVES! He can punch and kick and smack up a few 'nanners and... newcomers! A grape enemy that if in pursuit of Mr. Cheese will throw a grape grenade every few seconds. He also emits some grapes that go squishy when you kill him.

Also put in a rudimentary cel shading technique. Very rudimentary, first of all it clamps all lighting in bands and sort of checks for contrast in depth or normals to decide what an edge is. I sort of hacked it together independently, I'm sure there are better filters out there to find edges, but whatever! For now it works!

Also very interesting is my improved animation system... support for multiple tracks in my foof 3D format! Smooth blending between animations! Having separate bones play separate animations! Hoorah! Still needs LOADS of work.

Saturday, January 9, 2010

Codename Foof Engine - My 3D engine.

So, I figured I'd start work on my own little 3D game engine. I'll detail my progress and all the gritty little details so that you might implement it in your own projects.

Let me start with a simple gameplay video of a cheese character collecting coins in a forest. Naturally, I promised you awesomeness and awesomeness I devliver.

http://www.youtube.com/watch?v=5WZbveP7WeI

- WARNING - BORING GEEK STUFF AHEAD - WARNING -
My 3D engine is based on a deferred rendering architecture. That means that the lighting, fog, etc. is all computed post process. The rendering is split up into multiple parts. It takes up some more memory, but it makes it a lot more robust and open ended. My other videos will show more advantages of this.

I am using a model format that I created myself, it supports skeletal animation.