Quote
21:58:10 Ben: I won't really need that, now, though
21:58:17 Ben: now I understand how the gameplay will work
21:58:21 Ben: x.x
A warning for prospective game developers: explain the gameplay properly to your coders.21:58:17 Ben: now I understand how the gameplay will work
21:58:21 Ben: x.x
Part of the reason we're changing to Pyglet is so that we can add framebuffer effects and shaders - things like glows, bump-mapping, and depth-of-field (guess which one camerafag Propellor is most excited about!)
I was experimenting with bump-mapping earlier in the week; as I model in lightwave, but it can't display bump-maps live, I thought I'd export into Blender:
Turns out Blender doesn't read UV maps properly if there's more than one texture applied. So, instead, I used the program that comes with LightWave, Layout. This works fine, but it turns out you have to watch out for contrast on bumpmaps:
Quite a lumpy spaceship, I think you'll agree. I've changed it around and now it looks like this, which I'm more or less happy with.
I'm keeping a bit more depth there than seems right, mainly because the ship will very rarely be viewed at this scale. That's why the texture is so low-res, too.
What we're aiming for is something that can be played on low-end hardware, but still works well in 3D with pretty effects. With a bit of luck, we'll be having a hackday this week, and we're at the stage where things will start looking more prettyful.
Next week, we'll also be going to fizzPOP's Drawdio workshop! We highly recommend anyone local (UK, Midlands) to come along, as they're a great bunch of people, and you get to take home a new toy! =D
See you then!







