It was quite
long ago when I wrote anything in the
development diary. But here it goes. As we
move to the end of the development, things
that needs to be done are shrinking, except
bugs that are popping from nowhere :-) One
of the things that was on the “to do” list
was reflections. We already had reflections
on water surfaces, but it's definitely cool
to have them on arbitrary surfaces like
floors etc. As usually nothing can go
smoothly, but why should it, if it can go on
the harder way. I remember the problems I
had with the water rendering. It took me a
few days to figure out what was wrong. After
I created the render textures and rendered
the scene, some textures were messed up.
This happened only on Radeons, but on
GeForces worked fine! The problem occurred
only when I've used vertex shaders without
fragment shaders! Since then I'm always use
both of them together to render objects.
This time all meshes were rendered
correctly, the reflection render texture was
correct, but when I projected it to the
surface, the top part was clipped away! I've
checked the clipping planes, projection
matrices... it was all correct. I thought
that I again forgot something similar to
“insert one line of code to fix the bug”,
but this time the problem was the
framebuffer object I'm using as render
target. After I changed back to good old
pixel buffers everything was fine.
Correctly
rendered
Reflection texture's top part is clipped
Also we have
added a new item to the game, the “Ring of
Freezing”. When used, monsters around the
player will freeze for a short period of
time. It will be useful when you are
surrounded with monsters. I have added a
rendering effect on top of the default model
rendering to achieve the “frozen” effect.
This was an easy task, because new rendering
techniques can be easily added to the shader.
Coding the AI for this was not difficult
too. This is a good example that adding new
stuff to the game isn't hard. The good news
is that the full source code for the AI and
game logic will ship with the game, so
people who want to add new items, monsters
etc. or to modify existing code will be able
to do it. I will encourage everyone who have
ideas for add-ons to freely do it. Of course
about 100.000 lines of AI code will wait for
the mod makers.
Here's
the freeze effect in action. We will add a
particle system to it to make it more
eye-candy. On the screen shot isn't visible,
but the “frozen” texture layers are
animated.
While I'm
fixing bugs, adding effects and items, the
other half of the team is working on the
demo. It is in the modeling & texturing
phase. The basic design is done and now some
decorations needs to be added. Of course
when the map is finished in the modeling
package, then it goes right into the map
editor, where lights, particle systems,
materials and monsters are added.
These are a
sample screen shots from the modeling
software.