Progress on the new engine, HPL3, is coming along nicely and recently I changed the core rendering system into something called Pre-pass lighting. This switch has been made for a number of reasons, but before I got into that and what pre-pass lighting exactly is, I need to explain how we did it back in the “old days”.
Tech feature: Sunlight with Shadows
Now I am pretty much done with the first major feature for HPl3, the engine that will power our upcoming (and so far super secret) game. This feature is global sunlight along with shadows, a feature not implemented previously. And since it is now implemented you can bet it will an important feature for the secret game 😉
Let’s not forget about Physics
Today we released a little video that show of the physics in Amnesia: The Dark Descent. You can find the clip right below and below that I will go through the various parts a bit more detailed.
On Versioning (or how the simplest thing can save you from the hardest pain)
Long titles aside, this is no flashy post. Some will even find it a bit boring, but if at least one can learn anything from it, I will be happy. The motivation for it comes from an often overlooked issue.
Fractional Fun
This blog post will not be totally game related, but more about the engine and a recent obsession of mine. Do not fear though! It should hopefully still be interested and I will also provide some nice images! Hopefully it will also be able to evoke a sense of wonder too. Read on to find out!
Time for a smallish update
This time I won’t show a new tool, but a new feature for our good old Level Editor: Decals. These are used mainly to add nice details to the level without much sweat. Here is a little video demonstrating how these can be used.
Parallax trix
Since many seemed to enjoy the parallax mapping showed off in the material editor, I just wanted to show off the more advanced way of doing it and also giving some explanations.
I’m a Material Boy
Here’s the HPL Material Editor, our latest addition to the tool suite. This is what we use to create, edit and preview materials with. In a nutshell, a material is what’s gonna determine how an object is going to look like in the engine.
Maps with s-tile
This post was meant to talk a bit about the Level Editor, but first I need to tell you about something you might not know… and it’s called tilemapping.
Coping with Optimizing
We have been pretty bad at updating this work log, mostly because we have had so darn much to do. However we want to mend that and start writing more frequently from now on!