Robot Self Shadowing & Ground Illumination Flares

Published February 22, 2009
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Sorry I've not much to show in terms of screenshots / videos like in the last entry [ http://www.warbotsonline.com to watch the 2 videos of the game ].

I've been putting a lot of work into various GUI elements like the scoreboard display, the end game screens, command point gameplay integration...things of this nature. I also have to spend time on the map selection and robot loadout screens. Lots of tinkering with the 3D sound parms as well.

Ground Illumination Flares
Since it's pitch black on the battlefields [ except tracers etc. ] I decided to make it so players can launch up ground illumination flares to brighten the battlefield for a few seconds...at the disadvantage of giving away their position. These could actually also be used as signal flares I suppose.

The effect itself has two stages, first the 'flare' is represented as a very bright red dot with a dense smoke trail & associated sound effects. After the flare starts to fall, it enters the 2nd stage where it is highly luminous and the smoke trail becomes much more intermittent. The flare also moves around as it sails to the ground illuminating the area.

Also adding a random flicker to the brightness value of the flare adds to the realism.

Here is a screenshot of the 2nd stage of the flare deployment...compared to a reference image I found on the internet...



Robot Self Shadowing
Self shadowing can have a huge impact on the scene imo...it was missing until now, while I decided the best way to do it. Right now I'm going with a filtered floating point shadow map per-object that is within distance [ and always on the player's robot/vehicle ].

Oh...btw...I also edited the texture of the 6 wheeled robot...here is how it looks along with some self shadowing



Here are some screenshots w/out the textures so you can see the shadowing clearer...



Well that's it for now...

I have 4 items left on my to-do list before the game is done and I suppose I will see how many more publishers are interested in the game :-o I need to polish the demo up, create some documents describing the game, the pitch e-mail, etc.

Bah, so much work to do.

- Danny
0 likes 3 comments

Comments

glaeken
The flare looks really good, be neat to see it in action.

What's the range on the self-shadows for objects? And what's the performance like when there are many tanks in range?

Can't wait to play this.
February 22, 2009 11:37 PM
dgreen02
Quote:Original post by glaeken
The flare looks really good, be neat to see it in action.

What's the range on the self-shadows for objects? And what's the performance like when there are many tanks in range?

Can't wait to play this.


Yea, I'm still working on the flare at the moment :-D

Range for the self-shadows can be set by the user, I just set it pretty close because in motion with stuff going on you really can't even see them on other robots. It does add a lot to your robot though, as you drive around watching the various elements shadow the robot it's great :-D I enjoy it.

There is no noticible performance hit at this point because the game is limited CPU wide by something else, I've not had time to do a final/detailed optimization/profiling session lately.

Game is playable on my test rig 30-50 FPS with 32 of the 64 robots visible. Once finished optimizing stuff I'll be able to push 100-120FPS on low settings on this machine. And at least 30 on low-settings & on the min specs...loosely specs are - [256MB video card SM 2.0, 1GB RAM, dual core machine]....high specs are [512MB SM3.0+ card, 2GB RAM, dual core machine at 2.4+GHZ]. I prefer 8xxx class video cards, and a core2duo from intel.

Thanks for comment.

- Danny
February 23, 2009 09:37 AM
Ravuya
Good looking shaders for the chassis. I wish I were better at shader programming.
March 18, 2009 01:09 PM
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