[project1dev] Re: Project1 - SVN Update 723

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 1 May 2010 14:49:58 -0700

Thats rad eric, and looking at that drawing, going w/ something that is more
birdlike instead of reptilian / dragony is seriously cool (:

It's definitely a lot less cliche too and has more depth.

I'll put that up on the wiki under a concept art section.

Totally awesome eric, that rules

On Sat, May 1, 2010 at 2:43 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> its my opinion half of 3d is illusion... doesn't break anything for me :)
> it looks great
>
>
> On Sat, May 1, 2010 at 5:31 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
>> I'm going to break the illusion for you haha
>>
>> all the shader does is paint the pixels to look as though they are in fog.
>>
>> if you look in this screenshot you can see that when you are down in the
>> fog, it isnt that you are actually "in fog", but that the polygons are just
>> painted white (;
>>
>> kinda funny isn't it?
>>
>> So this would work for the overworld portion of our game, and down on the
>> ground in first person, but you couldnt have a valley filled with fog that
>> the player could walk into, it would totally break the illusion when the
>> camera got into the "fog" and things didnt actually get hazy hehe
>>
>>
>> On Sat, May 1, 2010 at 2:26 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>
>>> this looks sick
>>>
>>>
>>> On Sat, May 1, 2010 at 5:01 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>
>>>> i was playin around with makin some fog via shaders, check these out...
>>>>
>>>>
>>>> On Sat, May 1, 2010 at 12:33 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> Here's some screenshots to show the shader in action.  It could use
>>>>> some tweaks but it's just a proof of concept for one possible way of
>>>>> rendering our terrain (it's using 3 different textures for 3 different
>>>>> elevation zones)
>>>>>
>>>>
>>>>
>>>
>>
>

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