Space-Shooter project, seven days to go

Published February 20, 2011
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I started today by adding event subscription for components, so now all my scripted components subscribe to the events they need, and thus components (both C++ and Lua scripted) will only get event calls when an event they have subscribed to occurs. This had a very good impact on performance!

I then started on some design thinking. I know I should have focused on optimizing collisions and adding more advanced collision detection routines, but I got inspired, so what can I do :P

design0002.jpg


So, the idea is that the scene must have a huge planet in the distance. You're flying through it's asteroid belt. The tunnel walls should hold textures that creates an illusion of a vast asteroid belt, and then I'll spawn asteroid sprites ahead of the camera that fly by (but can't be collided with) + the fully fledged 3D mesh asteroids that will spawn in your path, that you can shoot and collide with and have to navigate around.

Then, I started implementing a planet. That went fast. I just had to create a new Material XML for it, a new Entity XML, and a specialized fragment shader, and I could add it in the scene initialization script. To create an illusion of scale, but without killing my depth buffer, I added a component to it that maintains the Z distance to my spaceship, thus no matter how fast my spaceship moves, I'll never get closer to the planet... I really felt this illusion worked.

Next, I kind of felt that I needed to add a sun to the scene... it's a cool thing to have after all :P So I hacked a sprite from the net, and in it's shader (geometry and fragment) I added a distortion animation to it's texcoord lookup, making the sun appear as though it's wrought in fire. The sinus behavior is still a bit obvious, but it's better than just a static sprite image... but then I though... man, this would look so much more awesome if I had bloom post process filtering!

... so I started on a Post Process system... and I'm still working on it :P Man, I suck at staying true to my priority list!
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0 likes 2 comments

Comments

Servant of the Lord
Nice work! Looks beautiful. The background texture and sun effect especially make the scene look nice.
February 20, 2011 10:23 PM
Trefall
Thank you :) There's obviously still a lot more work to be done on this. Lighting lacks a ton, the planet texture looks very boring and flat, no shadows on the asteroids, spaceship looks flat too, not enough filler (asteroid clutter) and other misc effects. Hopefully I'll be able to improve on these details, and still land robustly on the school's focus on simulator-physics/collision-detection!
February 21, 2011 07:48 AM
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