space prototype

Video Work and Lighting Bug

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Hey Folks! Bit of a short update today, to go with a shorter day. Plus, a lot of the stuff I did today was more administrivia.

I had to cut a new gameplay video for NEO Scavenger to be used on the Kartridge store. This one is meant to be a background video, so needed to be shorter, looping, and more demonstrative than a typical trailer. A couple hours to record the footage and cut it together, then notify parties waiting for it.

Systems Coming Back Online

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Hey Folks! We're gradually getting there, with more and more of the old game systems coming online with the new renderer. And today's screenshot isn't half bad!

Merging New Renderer With Main Project

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Hey Folks! Started work today on merging the experimental renderer with the main project, and so far making steady progress.

There was a fair bit of blind work as I started copying over the necessary code and assets, and figuring out where the new stuff should live. I had some old procedurally-generated shadow mesh code that I could replace with the new square light-blockers I'm using. And the old Unity light prefab could be replaced with the new line-of-sight light component.

Wrapping-Up New Renderer

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Hey Folks! Hope everyone had a good weekend. I finally got with the times and started The Witcher 3, and it's pretty good so far. I don't know if I'm drawn in as much as some folks I've heard talk about it, but maybe my taste is changing. Still, I'm really digging the attention to detail and immersion.

Lighting, Rotations, Animations, and Transparency

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Hey Folks! Adding a few more finishing touches to the renderer today, as I remembered the space prototype has objects that get rotated, animated, and have transparency.

So far, everything I've been testing was set to zero rotation, not animated, and opaque. So some of the calculations I was using start to break when things don't fit that bill. Fortunately, these are fairly standard problems and there's a lot of info out there on how to solve them.

Lighting Test Successful

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Hey Folks! The line of sight and lighting test seems to still be going well. I've got it rendering multiple lights now!

There was one more bug to solve in the single line of sight/light code I've been working on, and that was to get the line of sight to behave when there weren't enough light blockers nearby. By doing that, I was able to get the light to produce nice round shapes regardless of the surroundings.

Wall Visibility, and Vision/Light Ranges

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Hey Folks! A bit more progress today, as you can see from the image. I got a slightly better wall visibility trick working, and I'm working on limiting vision/light range.

Yesterday's trick to get walls visible was a bit hacky, and I wasn't thrilled with it. I basically just extended the vision rays outward a bit so they revealed chunks of the walls that stopped them. However, it revealed walls in weird slanting angles, and it was a bit distracting when they moved around. Interesting to look at, but for the wrong reasons.

Surface Normals and Shading

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Edit: I spent another 10 or so minutes after posting this today, and managed to get a wall reveal/penetration thing working! The image has been updated accordingly.

Hey Folks! Getting a bit closer now with the new rendering code. As you can see in today's screenshot, the line of sight mesh is now rendering appropriate texture colors for the exposed floor, as well as a simple lighting component based on the floor's normal maps.

Deferred Shading Progress

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Hey Folks! Hope everyone had a good weekend, and Turkey Day if you celebrate that. We were fortunate enough to have friends invite us to their parents' house for dinner, which recharged our social/family stats, so to speak.

The time away also seems to have helped refresh the old brain. I think I'm starting to get somewhere with Unity's rendering pipeline, and a better understanding of it.

Unity Rendering

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Hey Folks! Nothing pretty to show off today, unfortunately. Still wading through the Unity rendering system and trying to get acclimated.

So far, I've been able to get the scene's color information to write to a render texture. That part was pretty trivial. And you can see it covering most of the screen in today's screenshot. However, what I'd like to do next is turning out to be a bit tricky.