I recently implemented SSAO which the acronym for “Screen Space Ambient Occlusion”, which in turn is a way of simulating ambient occlusion in screen space.
I have spent the last 2 weeks working on a new character controller for HPL2 and finally the bulk of the code is complete.
Hi there, this is Luis, writing my first work log entry. In case you didn’t know, I’m the other coder here at Frictional, and it was about time I dropped by here and say something about work.
Normally you only hear about various graphical effect problems and issues regarding 3D engines. In this log I want to highlight a few other problem many 3D engine builder face, but you do not hear about as much.
This time I have finally implemented the single largest change in design for the new engine – the Viewport. The last engine really only had one world and one camera that could be active for the frame to be rendered and this was something I wanted to change for HPL2.
One of the things that I am planning to do in this work log is to release a demo showing off a new feature whenever I can. That way I can see how well the engine works on various machines and you readers will also be able to follow the development in a more hands-on fashion!
This is the first post in our brand new Work Log subforum, which is going to act as a sort of blog where we show of how work progress on our upcoming projects! Hope you will enjoy it!