Graphics improvements

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I've been very busy lately implementing better graphics into my game toolkit. You see it over and over again on the internet -- implementing shadows and bump mapping. I've implemented it before in my Mac games. But given that OpenGL ES 2 is a radical departure from Mac OpenGL 2.x, I've taken it upon myself to completely rewrite everything. So, this process has been going on for more than a year. Each game slowly accumulates improvements in the toolkit.

The technical graphics focus of my next game is to implement projective shadow maps, bump mapping, and shaders in an OpenGL ES 2 context.  Albeit without shaders, also, the program should be completely compatible with OpenGL ES 1.x. These goals have been accomplished and it was painful. The future games will be universal apps too.

Its interesting to note that this projective shadow map implementation does not use the depth buffer for the test. Though, I still have to add a pcf filter to the fragment shader. No nice penumbra yet. 

Also, the ground is bump mapped -- just a shader selection. When I import my models into my system it automatically makes the tbn information for a vbo.

I just threw in models from previous games -- an engineer's mock up.

Slowly getting there but its feeling like production/concept mode now. There is a lot of work behind the scenes to get the picture on the device. I actually built a nice little Mac application backend for importing my obj models into the database. Before, on the Mac I had used xml extensively. One decision I made early on was to avoid a file based system for my content. That is, the new file format is sqlite for everything. After things are imported its much easier to deal with sql queries. Given that this is a mobile game, most of the imported data is small anyways and works just fine with sqlite.


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