I’ve been quite busy lately, so I haven’t been that able to drop by, but here I am again to show some progress on the Level Editor.
SSAO – Screen Space Ambient Occlusion
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.
Character version 2.0
I have spent the last 2 weeks working on a new character controller for HPL2 and finally the bulk of the code is complete.
HPL Level Editor milestone 1: It’s aliiive
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.
The unseen stuff
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.
Multiple Views
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.
Render To Texture
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!
HPL 2.0 – The beginning
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!