Alright well this is as far as I could get...there are still some details I need to get into the scene and I'm way over the poly limit [not a good combination]...the loading dock alone is about 29,000 triangles...which is just insane [when you factor in motion blur / shadows / etc]...mostly because…
I've been planning on adding a dock/harbor scene into the game for a while. I finally got started on that today. I'm going to put in some more hours tonight to make the scene more exciting...but I think it's a good start so far...
I'm going to add a few other types of docks, ones with fences, cran…
I'm going to add a few other types of docks, ones with fences, cran…
I'm working every day to get this game done....I've made a lot of progress in every area, too many things to really list out...and I'm too tired to try right now. But I do have some new screenshots :-p
Instead of just stopping work at the usual time tonight, I spent all night working on the water i…
Instead of just stopping work at the usual time tonight, I spent all night working on the water i…
I've been getting tired of having my scenes washed out by my bloom effect, so I spent yesterday getting HDR + Tonemapping implemented into the game. The HDR path of the game is still heavily in the works, but while messing with the HDR I came up with a new look for the game :-)
I'm having troub…
I'm having troub…
I've had some more ideas lately about how to improve the game. It's starting to finally come together...though I'm probably a week or two behind where I wanted to be.
*Spectator Mode
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This will allow me to debug the network even more as you're now able to spectate any gangst…
*Spectator Mode
--------------------------
This will allow me to debug the network even more as you're now able to spectate any gangst…
Hey guys...I've uploaded a small 6MB video of the motion blur effect I'm working on. The video compression pretty much ruins the effect though :-/ short of uploading a 100MB uncompressed frame dump...I'll keep looking for a better video compression algorithm (this one uses MPEG4-V2). It's funny, …
I'm very busy right now making yet another pass on the graphics engine, I think the 2-3 days I'm spending on these features will be MORE than worth it.
The effects are still in the works...but I did manage to capture one cool looking screenshot so far...a pedestrian getting hit by a car...you can se…
The effects are still in the works...but I did manage to capture one cool looking screenshot so far...a pedestrian getting hit by a car...you can se…
Here's a little video showing some in-game footage of a little multiplayer session I had earlier today. Everything shown in the video is completely synchronized over the network. You can take control of any of your gangsters, and steal any vehicle and drive around, it's all in sync now. Includin…
Here's a little video showing some in-game footage of a little multiplayer session I had earlier today. Everything shown in the video is completely synchronized over the network. You can take control of any of your gangsters, and steal any vehicle and drive around, it's all in sync now.
Download N…
Download N…
* Fog of War
I've just finished integrating the new fog of war effect, it prevents you from seeing parts of the city unless you have a gangster/building in the area.
Before I was coloring the buildings on a per-model basis, it looked bad.
This method works on a per-vertex basis, inside the shader …
I've just finished integrating the new fog of war effect, it prevents you from seeing parts of the city unless you have a gangster/building in the area.
Before I was coloring the buildings on a per-model basis, it looked bad.
This method works on a per-vertex basis, inside the shader …
I've got an exciting entry for you guys today ;-)
Over the last few years I've been through several iterations of my custom package format [.pkg]. It acts just like a .zip, or .pak file, and is just used to archive all of my data files into a single file.
There are several reasons for this, obviou…
Over the last few years I've been through several iterations of my custom package format [.pkg]. It acts just like a .zip, or .pak file, and is just used to archive all of my data files into a single file.
There are several reasons for this, obviou…
Ahhh. Much progress has been made since the last update. I'm working on creating some new cities for the game, using the City Editor.
This new city I'm working on has a totally new feel to it. It would be quite easy to crank out cities, but I'm also going through and creating a lot of new art con…
This new city I'm working on has a totally new feel to it. It would be quite easy to crank out cities, but I'm also going through and creating a lot of new art con…
Almost done with night time. Once I'm finished completing the night phase of the game, I'll be 'done' with the engine. I still have to get the streetlights turned on, as well as dynamic lighting on gunshots, sirens, etc.
Headlights are finished and implemented for all 30 vehicles [save for any min…
Headlights are finished and implemented for all 30 vehicles [save for any min…
So I've spent most of today working on these headlights. I had to write a new shader for this effect, basically [reflections + luminance texture + diffuse texture + skinning] all into one shader for the night time vehicles. It's actually pretty fast compared to the shaders I run during the day, w…
I've been through several attempts at implementing the night time mode into the game. It's quite an interesting problem considering the size of the city and the number of street/window/car lights. Also the fact that the time is completely dynamic...I need to be able to seamlessly transition the a…
Hey guys...I'm still hard at work on the game. Spending some time working on the 'night time'...that has it's own challanges, etc. considering the view distance and the number of lights that will be in the scene.
But anyways, I created a poll in my forum, any votes would be appreciated. I'd just l…
But anyways, I created a poll in my forum, any votes would be appreciated. I'd just l…
I've been veeery busy lately...I've got a ton of ideas that I'm very excited to have in the game. Some are gameplay releated, some are visual things.
I guess it's been a while since the last update [grin] since then I've finally stopped being stubborn and I learned HLSL. It's a damn shame that I'v…
I guess it's been a while since the last update [grin] since then I've finally stopped being stubborn and I learned HLSL. It's a damn shame that I'v…
Ah so I finally get a chance to create some new artwork! I had a nice discussion with my producer over at Strategy First today, and one of the items that came up was the idea of 'Chop shops' around the city so you could sell stolen cars/parts for money, etc.
Also I haven't really ever talked abou…
Also I haven't really ever talked abou…
Alrighty, I'm just about done with this stupid bloom effect. I've still got some problems with it (blur is offset to bottom right due to the way D3D renders to targets) I have to fix that, and I might be overexposing the scenes. I think it looks awesome, but I've been working with this stuff for h…
This will hopefully be the final effect I gotta add into the game. It will add a blur/glow effect into the scene. I'm using a few 256x256 textures to generate the glow/blurred parts of the scene and then upsampling them to the screen resolution. Standard stuff based off the famous "Tron 2.0" glo…
Alrighty I was working until 7AM last night to wrap up some stuff. Then I had to get up 3 hours later at 10AM to go play ice hockey, and hit the gym. Ugh...I'm tired as hell right now, but I've never been happier :-)
I'm gonna go lay at the pool and pass out for like 4 hours right now lol.
Here are…
I'm gonna go lay at the pool and pass out for like 4 hours right now lol.
Here are…
Ahhh I'm so busy right now. I was shooting to have the game done today...uhm...yea, that's not gonna happen. I need at least two more weeks to crank out a lot more city artwork, refine the strategic elements of the game, and fix the traffic AI. Ugh. it's a never ending list of things.
Good news, …
Good news, …
Before today I haven't really had a decent mini map in the game. I'd been using D3DXFillTexture to generate a basic 256x256, 4 color mini map (green for grass, dark gray for buildings, light gray for roads, blue for water) and it looked kinda crappy.
Now I've coded up a method to render the entire …
Now I've coded up a method to render the entire …
Hey guys, I was hoping to have my city editor finished up today, but as usual, it's proving to be a little more work than I had anticipated.
Still...once this is finished it will add a ton of replay value to the game...players will be able to fight for control of their own city against other players…
Still...once this is finished it will add a ton of replay value to the game...players will be able to fight for control of their own city against other players…
Ah...back to the ol' journal. It's been like a month since the last update! I've been working on the game the whole time...just on some of the less exciting parts like multiplayer issues and gameplay stuff. I've been spending a few hours in the gym every day striving for physical perfection, as …
I'm busy adding 4 lane roads back into the game, and working on the territory system.
I've fixed a number bugs, client and server side. I've added the lens flare back into the game, since I don't have time to add a HDR type washout effect into the game. I'm also making a lot of progress on the lat…
I've fixed a number bugs, client and server side. I've added the lens flare back into the game, since I don't have time to add a HDR type washout effect into the game. I'm also making a lot of progress on the lat…
It's been a while since the last entry. That doesn't mean I'm slacking...I've just been busy with a lot of other stuff [grin]. I have not had much time to post my progress.
[Rambling about the gym]
I've been re-structuring my lifestyle a bit...I'm shooting for some serious results. About 2 weeks a…
[Rambling about the gym]
I've been re-structuring my lifestyle a bit...I'm shooting for some serious results. About 2 weeks a…
I think I've got the coloring about right on the river now...I added fog to the water shader, and spent a while tweaking the color, that seemed to do it.
I actually went through and used a dynamic cube map for the reflection on the water, and it didn't look NEARLY as good, so I backed it out and stu…
I actually went through and used a dynamic cube map for the reflection on the water, and it didn't look NEARLY as good, so I backed it out and stu…
One of the many things on my 'TO DO' list was to find a way to get some decent looking water into the game. So here I am. This method of rendering water has been heavily borrowed from a old ATI DirectX 8 example app. I think it does the job well though.
This video has a pretty crappy framrate...s…
This video has a pretty crappy framrate...s…
I finally did it [grin]. It's been a goal of mine for sometime to get ragdoll physics into the game. I made an attempt about 6-7 months ago, but it's FINAL this time.
The major issues were getting the ragdolls to work with EVERY model in the game...and they do now. The other kicker was blending f…
The major issues were getting the ragdolls to work with EVERY model in the game...and they do now. The other kicker was blending f…
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