Hi there! I’m Gregor and I’m a designer and programmer at Frictional, which means I’m responsible for all the fun events in our levels. Okay, maybe they’re fun just for us.
Hey there! Vacation time is really close now and there’s so much to do before it arrives, but I still wanted to drop by and keep you posted on new editor stuff, so I’m gonna keep it short this time.
Hey! Today I’m sharing the results of the last two weeks of work on the ParticleEditor with you. I’ve had loads of time for additions and improvements — I’m just gonna go over the most notable ones briefly.
HPL3 is our first engine to support both PC and consoles. To make it easy to support multiple platforms and multiple shading languages we have decided to use our own shading language called HPSL. Shader code written in HPSL goes through a shader parser to translate it to the language used by the hardware.
So I’m back with another HPL LevelEditor feature update, the Poser EditMode.
There are many publicised algorithms for high quality SSAO. This tech feature will instead focus on improvements that can be made after the SSAO has been generated.
Hey there! So I finally dropped by to write a quick post on our stuff after quite a long hiatus (exactly 3 years, 3 months and 8 days long according to my last post) and Thomas pretty much took over the blog. Right now most of you might be wondering who’s typing even . The name is Luis and I mainly code the tools we use here at Frictional (also the ones you might have been using for making your own Amnesia custom stories) After the quick introduction, here comes a little editor feature showoff.
Linear-space lighting is the second big change that has been made to the rendering pipeline for HPL3. Working in a linear lighting space is the most important thing to do if you want correct results.
It is an easy and inexpensive technique for improving the image quality. Working in linear space is not something the makes the lighting look better, it just makes it look correct.
Hello, my name is Peter and I’m the new graphics and engine programmer. New is not really the correct word since I have been working at Frictional for a year now. During this time I have updated the engine and added a lot of new graphic features. This will be the first of my blog posts describing the changes that have been made.
Second part of the scripting overview.