Space-Shooter project, five days to go

Published February 23, 2011
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I wonder how this got into my head... but I woke up this morning thinking it was a great idea to attempt Sean O'Neil's Atmospheric Scattering implementation for my planet, when there was six days till deadline! As if my bloom filter implementation yesterday wasn't bad enough... will I ever learn???

So I started the day by adding a new C++ mesh entity type I called Atmosphere. The shader needs so many variables this was the easiest way to do it. So I set up the variables, exposed to both property layer (lua scripts, xml) and the uniforms sent to shader. I added a component that allowed me to alter the variables during runtime.

Well, as I seem to remember, the atmospheric scattering algorithm is really fragile where you really have to hit just the right variable combination in order to achieve the color scattering result you want... My planet is also moving with the player, so O'Neil's shader that expects the planet to be in origo had to go through some minor modifications...

In the end, I didn't manage to get it working today... After quite a few hours of variable tweaking and shader experiments with the famous shader variable to color debugging, trying to achieve my goal, I gave up on getting it to work... so I started to focus more on using some of the variables to achieve "some" form of scattering :P

Well, for a long day of work, the end result is laughable... and I really felt like I wasted an entire day on this. Tomorrow I will most definitely get started on more physics/collision related stuff, as that's very important on the exam.

One can't always come out on top...

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